Lord Zardoz
Explorer
My own thoughts on this
Good and Evil are very 'elemental' concepts to people. They are very easily understood and conveyed. Law and Chaos, on the other hand, are much harder to convey, for one specific reason:
In a Good vs Evil fight, no one wants evil to win. In Law vs Chaos, it really can vary. Here are my own explanations, and as a disclaimer, I am not a Philosopher.
First Chaos.
Chaos is usually defined in D&D as preferring disorder over order, preferring change over keeping things the same. Following impulse rather than discipline, a distrust for authority and breaking rules rather than following them. And it often means failing to worry about consequences. These are obvious, but not exactly too helpful. I would also say that within the context of D&D, choosing Chaos over Law means choosing ones self over society at large. It means determining right and wrong for yourself, rather then letting someone else tell you what is right and what is wrong. It means considering the situation at hand in its own context, and only in its own context. I would also say that a Chaotic type is probably not going to be punctual. The matter at hand is always going to be more important than what will happen later.
A Chaotic villain is one who is likely to be impulsive, and selfish. They will go ahead and eat the last bit of food because they are hungry, and to hell with everyone else. Impatience is not always a given, but they are likely to make a snap decision and act on it immediately. They are also going to be very direct in their actions. If you wrong him, he wont spend a day figuring out how to get back at you. He will attack immediately. If he wants something, he will take it, unless you make him unable to do so. He will obey orders that he agrees with, but that is about it.
A Chaotic hero is one who will not let the rules get in the way of doing what is right. If they can help, they will do so immediately. They are confident in their cause because they are confident in themselves. They do not keep score. If they help you, you do not owe them. They are also the sort who will attend protests, and are going to be very, very vocal. They will also be very forgiving. If you can convince them you have given up your wicked ways, they will vouch for you.
And now Law.
In D&D, Law is all about order, authority, discipline, and tradition. It is the rules that individuals submit themselves to to create a society. You either feel an obligation to the one who leads you or to the ones who follow you. You might be submitting to the general will of society, but could also be more narrowly defined. Whatever it is, it is something you will hold as being more important than you yourself are. Generally, you will not take it upon yourself to determine right and wrong. When making a decision, you will consider what was done before, and what the effects on the long term will be. You will hold your self to a set of laws and rules because of your belief that those laws and rules are righteous.
A Lawful villain is one that that exploits the laws of their society to suit their aims. The tyrant dictator is a classic archetype. A judge following the dictates of a law that clearly should not be applied is another. If a Lawful villain is wronged, they are likely to plan out their revenge. They will hold a grudge. Despite this, they will typically obey orders. They feel justified in what their doing because either the rules they play by allow for it, or they are outright ordered to do it. They will take great glee when the rules are on their side, but they will be greatly dismayed when their own rules work against them.
A Lawful hero is one that will try to do things within the rules. They have a personal sense of honor, and will do the right thing even when it causes them great harm. Their worst enemy could be endangered, and they will risk their life trying to save theirs. They do not have to like what they are doing in order to do their duty. If he owes you, he will repay you. If he makes a promise, he will keep it.
END COMMUNICATION
Good and Evil are very 'elemental' concepts to people. They are very easily understood and conveyed. Law and Chaos, on the other hand, are much harder to convey, for one specific reason:
In a Good vs Evil fight, no one wants evil to win. In Law vs Chaos, it really can vary. Here are my own explanations, and as a disclaimer, I am not a Philosopher.
First Chaos.
Chaos is usually defined in D&D as preferring disorder over order, preferring change over keeping things the same. Following impulse rather than discipline, a distrust for authority and breaking rules rather than following them. And it often means failing to worry about consequences. These are obvious, but not exactly too helpful. I would also say that within the context of D&D, choosing Chaos over Law means choosing ones self over society at large. It means determining right and wrong for yourself, rather then letting someone else tell you what is right and what is wrong. It means considering the situation at hand in its own context, and only in its own context. I would also say that a Chaotic type is probably not going to be punctual. The matter at hand is always going to be more important than what will happen later.
A Chaotic villain is one who is likely to be impulsive, and selfish. They will go ahead and eat the last bit of food because they are hungry, and to hell with everyone else. Impatience is not always a given, but they are likely to make a snap decision and act on it immediately. They are also going to be very direct in their actions. If you wrong him, he wont spend a day figuring out how to get back at you. He will attack immediately. If he wants something, he will take it, unless you make him unable to do so. He will obey orders that he agrees with, but that is about it.
A Chaotic hero is one who will not let the rules get in the way of doing what is right. If they can help, they will do so immediately. They are confident in their cause because they are confident in themselves. They do not keep score. If they help you, you do not owe them. They are also the sort who will attend protests, and are going to be very, very vocal. They will also be very forgiving. If you can convince them you have given up your wicked ways, they will vouch for you.
And now Law.
In D&D, Law is all about order, authority, discipline, and tradition. It is the rules that individuals submit themselves to to create a society. You either feel an obligation to the one who leads you or to the ones who follow you. You might be submitting to the general will of society, but could also be more narrowly defined. Whatever it is, it is something you will hold as being more important than you yourself are. Generally, you will not take it upon yourself to determine right and wrong. When making a decision, you will consider what was done before, and what the effects on the long term will be. You will hold your self to a set of laws and rules because of your belief that those laws and rules are righteous.
A Lawful villain is one that that exploits the laws of their society to suit their aims. The tyrant dictator is a classic archetype. A judge following the dictates of a law that clearly should not be applied is another. If a Lawful villain is wronged, they are likely to plan out their revenge. They will hold a grudge. Despite this, they will typically obey orders. They feel justified in what their doing because either the rules they play by allow for it, or they are outright ordered to do it. They will take great glee when the rules are on their side, but they will be greatly dismayed when their own rules work against them.
A Lawful hero is one that will try to do things within the rules. They have a personal sense of honor, and will do the right thing even when it causes them great harm. Their worst enemy could be endangered, and they will risk their life trying to save theirs. They do not have to like what they are doing in order to do their duty. If he owes you, he will repay you. If he makes a promise, he will keep it.
END COMMUNICATION
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