For critique... the old Alignment question...

The Sigil

Mr. 3000 (Words per post)
Here are some of my thoughts on the subject... please critique (but be nice... ;) )

I sometimes wonder about alignments and often think we have the whole concept backwards... we talk about alignments in terms of actions.

In my mind, anyway, alignment has always been about thought-processes and internal motivations... the "why" behind a character's choice of actions... often unconsciously so.

Obviously there are abstracted absolutes of law and chaos and good and evil in D&D... hence we have spells, planes, and so on with the "good" or "evil" or "lawful" or "chaotic" descriptor and phrases such as "doing X is an evil/lawful/good/chaotic act."

But alignment, in my mind, is all about a worldview... the actions resultant from that worldview are second- or third- generation evidences of the worldview (at best).

In my mind, things are fairly simple as far as figuring out alignments, but YMMV.

For the Good-Evil axis, I tend to think of "comfort, pleasure, and/or safety" (hereinafter CPS) as motivating factors...

Good - "The need of the many for CPS outweighs the need for CPS of myself. An ideal solution is one where all get CPS, but if that is not feasible, the best solution is the one in which the largest number of people get CPS, regardless of whether I myself am among that number."

In other words, the good character is focused on the CPS of the many and not so much on the CPS himself. He is liable to work for the CPS of the many even if it costs him CPS. Another word for this might be "selfless" or "self-sacrificing." However, he probably does not feel like a martyr for his efforts - it's not a problem for him to give up a little CPS if he knows that a lot of people - particularly people he cares about - are getting much more CPS (in aggregate) than he gives up. His focus is outward - he cares very much about the effects of his actions on others - much more so than he cares about the effects of his actions upon himself. This does not prevent a little enlightened self-interest (he knows if he doesn't at least take some care of himself, he may become a burden to others instead of being able to help them), but his focus is still outward.

Evil - "The need for my own comfort or safety or pleasure is paramount above the needs of others. Steps should be taken to maximize the amount of my own pleasure, comfort, and safety, regardless of the consequences to the pleasure, comfort and safety of others."

This is the "selfish" approach - the "I want life to go well for me regardless of the cost to others." When forced to give up even a little CPS, he feels horribly wronged, even if that little sacrifice leads to huge dividends of CPS for others. He literally doesn't care whether others get CPS; in fact, in the back of his mind, he may feel that if anyone else is getting any CPS, it should be going to him instead. His focus is completely inward - it is all about self, and he tends to either not notice or not care about the effects his actions have on others. He will not take actions that increase the CPS of others unless such actions would also increase his own CPS. If an action exists that would increase the CPS of others without causing him to lose CPS (but not gain it either), he won't take it.

Neutral - "I should get as much comfort, safety, and pleasure as I can without taking that comfort, safety, and pleasure from others."

This is the "balanced" approach - the neutral wants to increase his own CPS, but is keenly aware that his attempts to gain this may affect the CPS of others. Any action that increases his own CPS without cost to the CPS of others, he will take. Any action that increases the CPS of others without cost to his own CPS, he will take. Any action that requires a trade-off (for others to gain CPS, he must lose CPS and vice versa) may or may not be taken; he considers these on a case-by-case basis. At times he may be willing to give up a little for others, and at times, he may sacrifice a little to help others, but on average, he takes as much as he gives.

Now, I look at the Law/Chaos axis... this axis does not reflect what a character wants to do (as far as increasing CPS) but rather how he usually carries it out.

Law - Law to me means ordered, disciplined, regular processes... usually the so-called "Law of the Land" is the best vehicle for this. The Lawful character seeks to increase CPS (whether he is seeking to increase his own CPS or others CPS or both depends the good-evil axis, not the law-chaos axis - but in either case, his goal is to promote CPS for SOMEONE) by using well-thought out, disciplined, regular approaches... usually with the help of the law of the land so that everyone recognizes the validity of the change. After all, if someone is constantly undoing your change, it does not promote long-term CPS growth (at least in the eyes of the Lawful).

Lawful, for the most part, assigns regular consequences to actions - if you do X, then Y will happen to you every time. Similarly, if you never do X, you never have to worry about Y happening to you. This means disciplined and principled, rather than "in accordance with the laws of the land." Lawfuls strictly adhere to their own sets of principles (e.g., the Mafia is, in its own way, a Lawful organization - there are regular consequences in the "if you pay, nobody gets hurt; if you don't pay, people get hurt"). Exactly what principles govern a character's actions may vary a little bit (hence you can see differences among Lawful Evil and Lawful Good or even between two Lawful Goods), but the guiding principle is causality - A always implies B.

The Lawful character believes that discipline (self-discipline included) is the best route to guaranteeing CPS (for whom that CPS should be guaranteed is on the good-evil axis). A Lawful character has a "set of rules" that he accepts and lives by (these rules may be self-created or he may accept and adopt the rules of another organization/individual as his own). This also means that if a law exists that is in contradiction to a principle the character accepts, the character sees that law as "wrong" (note that I didn't say good or evil, just wrong) and will probably work to change it and/or ignore it.

Finally, the Lawful character is a big believer in team. He believes that a group of individuals working together with the same goals and principles can accomplish much more together than they could individually. The Lawful character relies on others of similar mindsets and trusts them to help him pursue CPS.

Chaotic - The chaotic mindset is that rules and laws and principles tend to get in the way of the pursuit of CPS. After all, if you have to follow a rule, that might not be exactly comfortable and pleasurable, right? Discipline, especially self-discipline, is hard and unpleasureable. Yuk. That CAN'T be the right way to CPS. There is also a lot of individualism here - "if you want CPS, you have to go take care of it yourself."

Similarly, chaotics aren't big on consequences (particularly "arbitrary" ones inflicted by lawfuls). They want to dissociate consequence from action... ESPECIALLY "artificially caused" consequences. While a Chaotic might be slightly bothered because he can't fly away when he jumps (thanks to the law of gravity), he doesn't let it get to him... he recognizes that there are some natural consequences to actions that are unavoidable. When he gets thrown in jail for jumping because jumping is illegal, he gets annoyed - that's not a "natural" consequence, so why make it a arbitrary consequence of an act? The chaotic tends to think laws make things too complicated and in a show of protest, tend to break them, "just because I can." Chaotics don't want anyone telling them what they can and can't do in the pursuit of CPS and usually get annoyed when someone tries to impose "artificial restrictions" of law and principle on them.

Chaotics don't think about the law at all. They may obey the laws sometimes because the law happens to condone their behavior, but "is this legal?" almost never enters into their minds... "is this illegal? Good! Stupid Rules..." is much more common. Also, because of their individualistic nature, tend to believe in self more than in a team.

Neutrals - Again, neutrals tend to walk a balance... sometimes laws are necessary to keep CPS coming for all (for example, making sure everyone gives up their "right to kill another" with a law like THOU SHALT NOT KILL is probably conducive to everyone's CPS since they no longer have to worry about being killed), but too much law and principle can get in the way of CPS. They will likely go with a law or principle if it seems reasonable, but won't be thrilled by excessive punishments or excessive numbers of laws or principles. For the most part, they obey the "law" because it's more convenient to do so - but sometimes the law is inconvenient and if the inconvenience of obeying a law exceeds the inconvenience of breaking it, they have no problems breaking / ignoring the law. They are concerned with the laws but not obsessed with them. They will use others and work in groups when it is convenient, but are comfortable striking out alone when it is not.

Now, we can simply cross these to gain the nine alignments... and we get some rather unsurprising results. :)

Lawful Good - Thinks rules/laws are the best way to achieve CPS for the majority, though there may be some cost to his own pursuit of CPS. Is concerned with "playing by the rules" and is willing to suffer a bit of personal inconvenience for doing so. Note that the exact "set of rules" he believes in may be subject to interpretation.

Lawful Neutral - Thinks rules/laws are the best way to achieve CPS - both for the majority and for himself. Because of this, he tends to fight very hard to uphold the principles he believes in because he is convinced that it benefits him personally AND everyone else. ("Pure Lawful") Again, the exact "set of rules" he believes in has some leeway.

Lawful Evil - Thinks rules/laws are the best way for him to achieve CPS. Backstabs, uses loopholes, twists meanings, and does everything in his power to manipulate the rules to serve him. Wants laws because he wants something "higher than himself" to fight his battles for him (after all, fighting a battle yourself can reduce CPS). Very much likes to make the rules (to ensure they are most advantageous to him). Usually not a violent individual - prefers to let others he trusts do his dirty work.

Neutral Good - Selfless, tries to obtain CPS for as many as possible even at cost to himself, follows the laws until they become inconvenient. Purely interested in promoting CPS - by law or by other means is fine by him. ("Pure Good")

True Neutral - In balance - will use rules (or not) to try to get CPS for both himself and others. Not overly interested in self, but not overly self-sacrificing, either. Will use rules to advance the procurement of CPS, but not overly reliant on them. ("True Neutral")

Neutral Evil - Selfish, tries to obtain CPS for himself at any cost. Rules are convenient to tie others up in, but inconvenient to play by. Uses the rules as much as needed to achieve his own ends (and CPS), but perfectly willing to ignore/discard them in his quest for furthering his own ends ("Pure Evil").

Chaotic Good - Wants to get CPS for all, but thinks that rules are not the way to go about it. Self-sacrificing and thinks of others, but doesn't want to bother with "going through the proper channels" - wants to find the quickest, easiest way to deal with the problem and solve it. Very annoyed when rules get in his way and people condemn him for trying to do good.

Chaotic Neutral - Wants to promote CPS - sometimes for himself, sometimes for others, but really chafes at laws. Will break them "just because I can" to show others how wrong-headed their rules systems are. Not terribly self-sacrificing, but doesn't seek to exploit others either (hence "pure Chaotic").

Chaotic Evil - Seeks his own CPS at the expense of others and disdains the rules... won't really bother to play by them. Tends to do things himself rather than relying on laws and a "higher authority" to do the job - mostly because he has a complete mistrust of law in the first place. This combination of not trusting others and pursuing CPS for self tends to make for a violent individual. Usually doesn't trust others to do his dirty work for him.

This isn't a perfect explanation of how alignment works (what is) but it helps me "think" like my PC thinks. From these mindsets, I can extrapolate example reactions (though I have to define the specific "rules and principles" a given Lawful character believes in first).

It's also a good point that a Lawful Good can be more strongly Lawful than Good (or more Good than Lawful) and so on. But the most important thing to remember, I think, is that Alignment is best reflected over time - Alignment makes behavior/decisions; behavior/decisions do not make Alignment.

However, decisions REFLECT alignment and if a *pattern* of decisions develops that reflects a different alignment than the character allegedly is, it's time to look at an alignment change.

The holiest of paladins may slip and commit a slightly "evil" or "chaotic" act once in a while... this is why we have the "atonement" spell - the character's alignment hasn't changed, but he has "stained" himself with that act and needs to atone. Similarly, the most Chaotic Evil of demons may enter into a pact (a lawful act) for a period of time to accomplish a goal - this does not turn the demon Lawful, any more than a demon sparing a helpless child on a whim during a mass murder spree makes him good.

This subscribes to the "black box" theory - the actual alignment of a character is encased in a "black box" and we can't really see it. However, from time to time the character's box is "probed" with a choice. By seeing the decision the character makes (that comes "out of the box"), we gain some insight into the character's alignment. One or two probes isn't enough... but after 20 or 30 probes, we probably have a good idea of what is inside the box and at that time, we can check to see if the character's "declared" alignment matches his "real" alignment... and if they are different, well, it's time to change his "declared" alignment to his "real" alignment.

Of course, alignment can shift over time, but there's my 2 cents on the issue. A long 2 cents, but 2 cents nonetheless.

--The Sigil
 

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I personally take the position that alignment is based upon both the action, and the motivation.

Motivation alone is insufficient. Say a person likes to see children cry, and wants to see them suffer. Certainly an evil motivation. If, however, the only act he ever does is steal lollipops from them, well, the act simply doesn't justify calling the person truly evil.

Similarly, what would nominally be seen as a horrendous abuse to the general public can often be strongly mitigated by motivation and knowledge (or ignorance). It is not particularly evil to kill a person by accident, for instance.

So, it takes not only motivation, but action to make a character evil.
 

I think it's a pretty normal way to look at allignments.

"comfort, pleasure, and/or safety" .... Hmm. Don't forget the motivation to breed and make offspring. Their in could lie another motivation to look out for other interests than ones own :).

A few notes on the system.

Giving up CPS for others could be regarded as covardly or calculating depending on your motivations for doing so. Therefore being weakwilled doesn't make one good.

Other peoples goodwill can also be a power worth collecting. Therefore, by looking out for others you are still just looking out for you own interests. So by your CPS- system many evil actions could appear to be good.
 

Points...

Bonedagger said:
I think it's a pretty normal way to look at allignments.

"comfort, pleasure, and/or safety" .... Hmm. Don't forget the motivation to breed and make offspring. Their in could lie another motivation to look out for other interests than ones own :).

Motivation to breed and make offspring... wouldn't that fall under "pleasure?"

And under my system (granted, it is somewhat simplistic), offspring and other family is "others" - an "evil" person (by my definitions) puts his own interests ahead of his family. A "good" person puts his family's interests ahead of his own. I would add "Truly" puts his family's CPS ahead of his own - enlightened self-interest ("if I provide for them now, when they grow up, I can leech off of them") does not necessarily make one good, even when it engenders apparently "good" behavior. In fact, nowhere have I specified exactly when or how the character values his CPS... he could be an instant gratification type or take a little longer view (spend 5 bucks now to get 500 bucks next week? That's a good trade and will significantly increase my CPS). A discussion on how to value CPS, including valuation of future CPS, would take another discussion entirely. :)

A few notes on the system.

Giving up CPS for others could be regarded as covardly or calculating depending on your motivations for doing so. Therefore being weakwilled doesn't make one good.

True - being weakwilled does not make one good - and there is no consideration os strong/weak will in the system. The system is simply, "what does the character WANT to do." The physical capacity required or the backbone necessary to carry that out might not be there, but in my mind, it is the desire that counts. The person who wants to murder someone but never gets the opportunity is, in my mind, no less "evil" than the person who does get the opportunity and does so. The measure of a man's "evil" is, to me, measured by how he uses - or would use - his opportunities, not on what opportunities he actually got.


Other peoples goodwill can also be a power worth collecting. Therefore, by looking out for others you are still just looking out for you own interests. So by your CPS- system many evil actions could appear to be good.

Herein you have all but made my argument for me. :) The "good" or "evil" of an action is often determined by the motivation behind it and not the action in and of itself. A clever "evil" person is may display enlightened self-interest as you describe. But his ultimate goal is unchanged - the goal is not to procure CPS for others, but to procure it for himself.

The steps he takes may appear to be good. And that is what makes for quality bad guys. :) It creates wonderful shades of gray for the PCs... how can you say the Duke is evil when he is providing work and food to everyone in the land from his own coffers? (The answer is that he is a necromancer that needs an undead army and is trying to encourage everyone to breed as much as possible so the army will be as large as possible when he conducts the ritual to turn the population to zombies five years hence.)

I believe that "good" and "evil" may be reflected in choices of actions, but actions are not necessarily a foolproof indicator. For the sake of argument, let us assume that the desire to give food to a hungry person is a "good" desire. Who is "more good," the poor man who has no food to give but sincerely wants to ("if I had anything, I would give it to him"), or the rich man who does have food and gives it to him?

The motivation of the poor man and rich man is the same; the difference is merely the capacity to act on that motivation. I would argue that "goodness" or "evil" (or lawfulness or chaos) comes from within and that the capacity to act on those desires in no way enhances nor diminishes that person's goodness or evil. Similarly, bravery/cowardice reflects on the person's capacity, not on their innate goodness/evilness.

IOW, lock Hitler in jail at age 24 and never let him out to commit the holocaust and it doesn't make him less evil -- because he WOULD have done it given the opportunity.

There is an interesting dichotomy between this and the Dragonstar system of "active morality." In Dragonstar, getting an "evil" reading is not justifiable reason to kill - the being may be "predisposed" to evil but unless they are actually committing an "evil act" you can't call them "evil."

I think that my system suggests the opposite - most (not all) acts that an "evil" being commits are, in fact, evil, as they are usually a means to an end.

Which is right? Tough to say... it's a chicken-or-egg thing. My system makes it a whole lot harder to judge a specific action, but I think mirrors real life better ("but he seemed so normal and like such a good guy" - well, of course, he didn't have the opportunity to act on his motivations/desires until now).

I think it depends on where you want to start. In the process of Law Enforcement, you need an evil act to prove evil intent, for example... we can't get inside peoples' heads, so we have to work backwards from the end result... the action... to try to infer the motivation. As we all know, inferential logic is not perfect and is based upon "guesswork."

But in roleplaying, we CAN get inside peoples' heads... in fact, we are EXPECTED TO... so we can work forwards from the motivations (and through the associated capacities - including courage) and get to the action. This is the deductive approach and not based upon "guesswork." Unfortunately, we can only do this on ourselves and our characters. :)

It's an interesting philosophical debate, but my system works better for players than DMs... DMs have to look at a character's actions and reverse-engineer his motivations and therefore his alignment. Players (in theory) should have access to a character's motivations an alignment directly and use that to arrive at his actions.

This is a philosophical topic, and I'm not sure there is a "right answer", but what do you think? Ultimately, I think this is an excellent system to help a player understand how to "play according to his alignment." Its merits as a system to help a DM accurately gauge a character's alignment are not nearly as strong based upon the nature of causality between motivations and actions. Because it is generalized, it does not assign "good/evil" to certain actions; it merely suggests premises a player should use when formulating a reaction to a situation and leaves the conclusions to be drawn in a case-by-case basis completely up to the player. But in my experience, I have found that it does a great job helping players to accurately role-play alignments, even if it does sound like a cheesy actor's phrase. ("So, what's my motivation?") :)

--The Sigil
 
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Well done Sigil.

I see alignment more or less the same way.

However, since the cosmology of my campaign world is amoral (making most of my deities evil, neutral at best), I can't justify alignment as a game mechanic.

Once again - well done.

And as for "the motivation to breed and create offspring" - surely it falls under Comfort, Protection AND Safety.
 

The Sigil said:
For the Good-Evil axis, I tend to think of "comfort, pleasure, and/or safety" (hereinafter CPS) as motivating factors...

Note that while consequentialist thought is relatively popular at the moment, it's only one possible view of things. Note also that by your definition, Stalin was Good, or at least, not Evil. Evil can mean more than pure selfishness or avarice; the impossibility of knowing absolute morality is what leads to unending alignment wars.

Here's some archived discussions on alignment from rec.games.frp.dnd, going back 10 years:

http://groups.google.com/groups?as_q=alignment&as_ugroup=rec.games.frp.dnd&hl=en

And for historical interest, here's the very first alignment post to rgfd (two days after the group was created, in 1992):

http://groups.google.com/groups?hl=en&selm=1992May27.202920.22282@spdcc.com

If ever there was a topic where Hong's Third Law applies, alignment is it.
 


Damn. You write long posts Sigil :). I agree with you in your definition on D&D's alignment. But I'm also of the opinion that it has flaws that cannot be fixed. You can always argue the others views as being good or evil. Your CPS-system is ok since we need to define two different forces but the problem could then be that we chose to call these forces "Good" and "Evil" (Yes. I know of law and chaos to :)) Maybe trying to tie it to the different gods views could solve that problem?

Two LG gods can have different views on what is the right way.
 

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