No. But it does explain a lot of how things came to be. How can you know where you are going if you do not know where you are coming from?
The vast majority of people cannot tell you the etymological reason why the verb "persuade" contains a d, while the adjective "persuasive" does not (nor why, for example, a tele
vision is required for watching a
video.) Yet these people are quite capable of using the words "persuade" and "persuasive" correctly.
Knowing origin is only relevant up to the point that it actually influences the task at hand. (And yes, if you're curious and don't know, I can explain why the above d/s changes occur.)
And when you know the origin of something, it is easier to understand if your argument is valid or not. So to which came first? We can safely say, alignment. As in wargames, society is not something that was cared for in those years.
I do know alignment's origin, desired function, and practical effect. I'm quite well aware of Chesterton's fence, and I'm also quite aware that he made very clear that if you DO know the aforementioned things and still wish to tear the fence down, you should feel no qualms about doing so. We are not saying "ugh, I don't get why this alignment thing was ever added, let's just remove it." We are instead saying, "The purpose alignment claimed to serve is far too often not only failed, but actively negated by alignment, creating more problems and leading to arguments, patterns of undesirable association, and bad behavior from both players and DMs. It may have a use when correctly understood and applied, but there is ample evidence that it is too difficult to teach people how to use it effectively. It can absolutey still be used as a tool, but it should no longer be a baked-in default that must be intentionally defied. The benefits of doing so are significant, while the costs of doing so for most players and most DMs will be small, since it's barely got any weight to it anyway. DMs who know they want bad guys will still be quite capable of making bad guys, they'll just actually have to say WHY those things are bad guys."
Old does not equate to bad and useless. New does not equate to better and progressive. Both old and new can be either. The Maxime:" Do not repair it if it ain't broken!" is quite apt in this situation.
"New does not equate to bad and destructive. Old does not equate to better and effective. Both old and new can be either."
And the whole point IS that alignment,
as it is almost always used, is broken in various ways, and has been for decades. Some of these things relate to player behavior (the classic "But it's my character's
alignment!" justification for being a huge ass to the other players, or the Lawful Stupid Paladin), some to DM behavior (the Viking Hat DM who negates player choice because it's "against their alignment," and the age-old, no-win "choose Law or Good and fall either way" Paladin catch-22), some to sociocultural issues or historical representation problems (the problem that most "bad guy races" are coded near-identically to how real oppressors have described real oppressed people, or that somehow matriarchal societies are like 90% likely to be evil dominatrix cults...), and some to changing attitudes about classic options (full-blooded orcs have been a reasonable "at least as often good as bad" option in video games for 30 years or more, that's bound to induce questioning of contrary baked-in defaults).
This is an opinion that I think is wrong.
And you are perfectly entitled to that opinion. But unless you can do more than that, there's nothing further to discuss.
Of course there should be default states of being. That's what makes it a game. If there are no defaults, then D&D is just one big game of Free Form Roleplaying which is then given shape by the DM who decides which rules are present and what those rules are.
Okay. What's the default player character race, which players must intentionally choose to deviate from? What's the default class, which players must choose to deviate from? What's the default campaign tone, which DMs must choose to deviate from? What's the default antagonist? The default pantheon? The default history? The default culture?
Are you going to do that with AC, and hit points, and ability scores, and attacks, and damage, and all the other average factors of monsters? These are ALL just short hand averages for simplicity sake. Why would alignment be singled out for this special treatment where you shouldn't have a shorthand average listed for those who want it?
Other than HP, you don't see long, tedious, tendentious, acrimonious debates about how these averages work. You see a handful of discussions about which stats should be buffed or nerfed (e.g. some think Intelligence is under-valued in 5e, while Dexterity and, for some characters, Charisma are over-valued), and there's a common argument that ability score
modifiers should replace raw scores because raw scores are exceedingly rarely of any use. But overall, you see very little debate over "what does Strength even
mean?", and you see even fewer horror stories about a bad player/DM who justified bad behavior with "but my ability scores say so." You just don't get the failure modes and lack of understanding that you find with alignment in stats like AC or saving throws. Those things do in fact actually function well, fitting the purpose for which they were designed.
HP is a notable outlier here. The "meatpoints vs gamepoints" debates ARE numerous, tedious, tendentious, and often acrimonious. However, again, you don't see the failure modes that alignment produces in actual play. HP don't meaningfully get used as an excuse for bad behavior. They don't perpetuate harmful stereotypes as default states of being. HP values are rarely discussed with players, and almost never come up in specific conversation outside of explicit game-mechanics talk (e.g. character optimization or monster design). As a shorthand, they actually do shorten things and then disappear into the background.
Alignment does not. It is constantly in one's face. It never hides. It's even more controversial, and has an enormous potential for misuse, abuse, and failure. It is bad at communicating for many, demonstrably hard to teach (otherwise we wouldn't have the constant refrain of "well if people used it PROPERLY it wouldn't be a problem!"), and all too static in the face of shifting perspectives.
By the way it's not any more a "responsibility" for a DM to work out those details for themselves than it is for any of those other stats. It's all an issue of saving a DM time by designing it for them. It's, yah know, the purpose of all rules. Any DM can tailor it, but it's nice to have a baseline to work from.
It is always the DM's responsibility to create a world. And I HUGELY dispute the notion that alignment is exactly equivalent to an AC value in terms of how it affects players and the message communicated by a DM's work. You cannot tell me that it is precisely and exactly the same level of meaning and impact on players whether an antagonist has AC 10 vs 20 as it does whether that antagonist is Lawful Good vs Chaotic Evil.