I am challenging the general concept of alignments and the way they are used in most OGL settings and games. I do understand where they come from. And I realize their importance when a new player is introduced to rpgs. But what do they offer to an experienced player?
Now before I get to my points, I need to address the people arguing you do not need to use alignments, they are just a guideline. I totally agree! They are a guideline for role playing a character. Nevertheless, a high percentage of rpg mechanics depend on alignment use (paladin's smite evil - detect alignment spells - cleric's channel energy feature in Pathfinder and many others), so simply removing alignments certainly is not an easy task and by all means raises questions about classes' balance. So, shouldn't game designers take this under consideration instead of letting me -the player or DM- do it? And here come my points on the drawbacks of alignment use:
Firstly, there are 9 alignments. In reality, there are more than 9.000 ways of thinking and types of personalities. And most of them share elements of distinctive alignments. Let's think of a woman who has to choose between the survival of her son and an -unknown to her- tribe of 1.000 people. She chooses her son. Does this make her evil? Or non-good? She just let 1.000 people die to save 1 person, nevertheless many people might argue that their own mother might make the same choice. Are all our mothers evil? Is a person with schizophrenia evil? He might kill a dozen innocent men next morning for no reason, or be the most considerate, gentle, nice person to everyone for the next month. Why do we need to put a tab on a character's way of thinking and say "He is CN or NE"?
Secondly, mentalities are changeable. Past experiences shape the way of thinking. A character might begin NG, see cruelty in life and turn CN and then meet and be part of a kind family and turn CG or a totally different course that goes from LG to CE and back. It is still the same person. Only last time he adventured, anti-paladins could smite him and this time paladins can smite him.
Thirdly, there is a fine line between thinking of doing sth and actually doing it. A character wants to commit a very evil act. Nevertheless, he never does it. Was it because he never got the chance? Was it because sth internal stopped him every time? Only he knows (and sometimes not even him). Is he evil already? Does he become evil the moment he does it? How does a game base its mechanics on such a fine line that even the player might not be able to interpret?
Fourthly, there is a big chapter in human behavior that is called Motivation. The same action made to serve different motives might be totally evil, totally good or very shady. Let's take the previous example. That woman killed a 1.000 people tribe. This is certainly an evil act. Her alignment though might be evil if she did it just for fun, shady if she did it to save her family and even good if she believed that was the way to save humanity. Are we to discuss the motivation behind all characters' actions to determine what tab to put them under?
And lastly, there is the local perception of good / evil and law / chaos. Different mindsets might be considered evil somewhere or good somewhere else. In today's society anyone with a sword roaming the streets and killing wrong-doers would be definitely considered evil. In d&d settings, not necessarily. So, there is the need to describe in every setting what are the boundaries between those axes. This is not an easy task (and btw is up to the setting designers). And even if it was done, does this mean that in every single part of this world, all societies think alike? I really doubt if that might be the case. In practice, depending on the place or tribe he grew up (nevertheless in the same setting), a character might consider an action evil or absolutely necessary to serve good. Does this mean that when he travels he becomes evil because the place he is currently at perceives actions differently than him? Does a paladin smite murderers in town X but not in town W because in the first town society does not accept murder whereas in the second it is endorsed?
Now before I get to my points, I need to address the people arguing you do not need to use alignments, they are just a guideline. I totally agree! They are a guideline for role playing a character. Nevertheless, a high percentage of rpg mechanics depend on alignment use (paladin's smite evil - detect alignment spells - cleric's channel energy feature in Pathfinder and many others), so simply removing alignments certainly is not an easy task and by all means raises questions about classes' balance. So, shouldn't game designers take this under consideration instead of letting me -the player or DM- do it? And here come my points on the drawbacks of alignment use:
Firstly, there are 9 alignments. In reality, there are more than 9.000 ways of thinking and types of personalities. And most of them share elements of distinctive alignments. Let's think of a woman who has to choose between the survival of her son and an -unknown to her- tribe of 1.000 people. She chooses her son. Does this make her evil? Or non-good? She just let 1.000 people die to save 1 person, nevertheless many people might argue that their own mother might make the same choice. Are all our mothers evil? Is a person with schizophrenia evil? He might kill a dozen innocent men next morning for no reason, or be the most considerate, gentle, nice person to everyone for the next month. Why do we need to put a tab on a character's way of thinking and say "He is CN or NE"?
Secondly, mentalities are changeable. Past experiences shape the way of thinking. A character might begin NG, see cruelty in life and turn CN and then meet and be part of a kind family and turn CG or a totally different course that goes from LG to CE and back. It is still the same person. Only last time he adventured, anti-paladins could smite him and this time paladins can smite him.
Thirdly, there is a fine line between thinking of doing sth and actually doing it. A character wants to commit a very evil act. Nevertheless, he never does it. Was it because he never got the chance? Was it because sth internal stopped him every time? Only he knows (and sometimes not even him). Is he evil already? Does he become evil the moment he does it? How does a game base its mechanics on such a fine line that even the player might not be able to interpret?
Fourthly, there is a big chapter in human behavior that is called Motivation. The same action made to serve different motives might be totally evil, totally good or very shady. Let's take the previous example. That woman killed a 1.000 people tribe. This is certainly an evil act. Her alignment though might be evil if she did it just for fun, shady if she did it to save her family and even good if she believed that was the way to save humanity. Are we to discuss the motivation behind all characters' actions to determine what tab to put them under?
And lastly, there is the local perception of good / evil and law / chaos. Different mindsets might be considered evil somewhere or good somewhere else. In today's society anyone with a sword roaming the streets and killing wrong-doers would be definitely considered evil. In d&d settings, not necessarily. So, there is the need to describe in every setting what are the boundaries between those axes. This is not an easy task (and btw is up to the setting designers). And even if it was done, does this mean that in every single part of this world, all societies think alike? I really doubt if that might be the case. In practice, depending on the place or tribe he grew up (nevertheless in the same setting), a character might consider an action evil or absolutely necessary to serve good. Does this mean that when he travels he becomes evil because the place he is currently at perceives actions differently than him? Does a paladin smite murderers in town X but not in town W because in the first town society does not accept murder whereas in the second it is endorsed?