B/X Known World
Not really. Alignment is terrible. It's worse than BIFTs. At least they are the player making direct choices / claims about how their character will act. Alignment is a nebulous argument factory. With a good enough talker / debater you can have people thinking up is down and left is right. Alignment assume an objective reality of morality where there is none. It's hot trash and has been for decades.I love this ideal! It's amazing how many players choose it for their character.
There are certain table debates you know to anticipate once you have enough experience under your belt being a Dungeon Master. One of them is the ever-reliable brouhaha over torture and alignment that takes place in hostage situations.
If the debate gets heated or common agreement remains elusive, there's an objective arbiter we can look to for resolution: Good-aligned characters believe people deserve to be treated with dignity and respect. -- Solved!
This is one of my sticking points with BIFTs. As mentioned by others, BIFTs are either too rigid or they're too loose and either essentially makes them meaningless. Too rigid and the character cannot grow or change; too fluid and there's no core to the character. And with the inspiration mechanic you basically have another point of possibly tension between the player and DM as you have to either convince the DM that what you're doing conforms with your BIFTs to get that sweet, sweet inspiration, or you're sitting there with no shiny tokens. That you can only have one at a time mitigates that a bit, but it's still a poorly implemented mechanic.It was said earlier that personality characteristics are a compass. Show them how to use the compass and then reinforce its use by awarding inspiration when they do.
Something like Cortex+ or Cortex Prime its Values and Value Statements works so much better. They're built to be useful, mechanically, and changeable over time. If you're not familiar, they're typically a list of six values (Duty, Glory, Justice, Love, Power, and Truth). You rank them with dice (d4-d12, typically) based on how strongly you feel about that topic (positive or negative). Then you write a short statement about that value. That's key. When the statement is in accord with what you're doing it helps (adds dice to your pool) but when you decide to directly go against that statement, you get a boost (more dice), and can then change that value statement after the session. So you're baseline mechanically encouraged to act in accord with your values and you're able to choose to go against those values and change them over time (while also getting a mechanical boost for doing so). You're rewarded for adding drama and story to the game.