What does alignment describe? (Forked Thread: What Alignment is Rorschach?)

Celebrim

Legend
Forked from: What Alignment is Rorschach?

Mustrum_Ridcully said:
Maybe that's the issue. What is it for? What do alignments describe? Behavior? Tendencies of behavior? How is either not defined by a characters personality?

Maybe that is looking at it wrong. Alignment is more like a team or a party. It is something you associate with yourself, but you don't necessarily agree with all of the teams or parties aspects. (And sometimes you are in a team or party despite there being another one better suited to you.)

The various writers in D&D have done I think a pretty poor job of explaining what alignment is for. The best they done is what you've hit upon here, that it divides the world into 'teams' or 'sides'. It certainly can serve that purpose, and human history is filled with conflict and war, whose basis at the bottom whatever the justification was little more than just 'they live on the other side of the hill/forest/river'.

To me, fantasy is interesting because it is usually at some level about some difficult or moral or ethical issue which we try to deal with by representing 'good' and 'evil' in more concrete ways. All this arguing we do in alignment threads about what 'evil' means and what 'good' means, is to me very much part of the point of playing fantasy as opposed to sci-fi, horror, westerns, spec-ops, spy vs. spy, or whatever. The game is to me at some level, a narrative about good and evil. The more interesting the questions and answers are, the more compelling the game. We start out with "We are from the good tribe, and we are going to go to the evil tribe and kill them and take their stuff. What's the best way of going about that?" Eventually, hopefully we move on to some other interesting questions like maybe, "Are we really the good tribe? What makes us different than the bad guys? If we are the good guys, should we go kill things and take their stuff? And if we should, should we at least feel a little bit guilty about it, or would that be silly?"

Alignment serves several purposes. First, it is a really big huge flamboyent honking reminder that this is a fantasy game and interesting questions about good and evil ought to be coming up. Every starting player has to make choices about the ethical framework that they are going to play in. "Should I be a good guy, or maybe it would be more fun to play a bad guy this time?" "Should I play a character who lives for himself, or should I play a character defines himself by his service to some higher authority?" "When faced with ethical delimmas, what decision making process am I going to use to decide how to resolve them? Specifically, am I going to imagine how someone else might think in this situation, or am I going to 'be' the character and make those decisions in proxy?" And so forth. Choosing an alignment, however perfunctory the decision ('I always play neutral good'), starts the character in a process of seeing the game as being about this ethical conflict - good vs. evil, law vs. chaos, light vs. dark, life vs. death. It certainly doesn't gaurantee that the questions will be interesting or even much addressed at all, but its a start and thereafter a nagging reminder.

Even when we have alignment arguments like, 'What alignment is Rorschach', what it really demonstrates is not Rorschach's alignment, but the presence of alignment predisposes D&D players to looking at stories in terms of their ethical framework. Insufficient ethical framework, perhaps deficient ethical framework, to be sure, but even so perhaps a good deal more thoughtfully than most people would if no classification was there at all.

Afterall, with no classification system, almost everyone tends to go, 'Me = good', 'People not like me = bad' and leave it at that. See the aforementioned human history for examples.

Another thing that alignment does is give a little flag to help remind the player to maintain at least the pretence of pretending to be somebody who is real, who has independent motivations, who has feelings, and who might not always do what the player feels from his god-like perspective on the scene what is objectively 'in his best interests' at the moment. In other words, it helps to remind players to treat their characters as 'real people' and not as merely playing peices who serve the purpose of helping the player 'win'. This is probably a bias on my part based on the subset of players I've met, but those that didn't like alignment, however interesting and intellectual their reasons for not liking it, at the table they almost always played chaotic greedy characters who tried to morph from being 'the good guys' when rewards and favors where to be had, to being ruthless SOB's with no complusion against torture, murdering innocents, treachery, and anything else if it meant 'winning'.

See for example the narrative in KotDT, where the alignment issues of the characters tend to take a back seat to the personality disfunctions of the players.

Which brings me to question that prompted the fork, what is the relationship of personality to alignment.

For me, in most cases, the answer is 'very little'. Personality for me is 'who you are', and to a very large extent (though not to a complete extent) is in an adult unchangable. Through some combination of nuture and nature, by the time you get to be an adult, your personality is largely already defined and even to the extent that it isn't, its very very difficult to change your personality through conscious effort. You might mature and change over time even as an adult, but it will be a drift you have relatively little control over. I'll never be anything but wordy, opinionated, and bombastic for example. :)

Different personalities can leave you with a propensity for different sorts of behavior with moral value. I can be miserly or not, chaste or not, obsessive or not, lustful or not, short-tempered or not, patient or not, envious or not, gentle or not, arrogant or not, and so forth. But none of that tells me much about my alignment. A person might be born stingy or greedy, but that doesn't tell us everything about their behavior. That tells us something about there personality, but not whether they are a 'good person' (to reach for the easy cliche).

Alignment tells us what the person believes. It tells us what standard of behavior the person is striving for. Most importantly, it tells us how the character will behave in a pinch, when they are forced into that ethical delimma and they have to choose some important course of action.

Most of the time, we can't tell people of two different alignments apart. Extraordinary things have to happen to them before we know where they really stand. It's when they are put in a crunch, when they have to make a hard choice, that we really find out something about them that transcends superficial things like their personality.

Suppose someone is a miserly penny pinching skin-flint. But not every miserly penny pinching skin-flint is a Scrouge with a heart of stone and no more human feeling left in his body. The shop-keeper that weighs every bit of rice to the grain, who always drives a hard bargain, and who hordes his money up and never seems to spend it might be selfish and evil as we suspect, and certainly a lot of people will say that about him, but his true colors will shine through when he's in the press. He might be lawful good. He might be the town's secret benefactor - the one that gives all the anonymous goods when someone is in trouble. When pressed, when confronted with real need, it might be a hard matter for him, but because he believes he ought to do good, probably despite hiding behind bluster and anger so that no one will take advantage of him, he does. Maybe the day comes when the town burns down, and he gives all of his money away - not because that was easy for him to do, every fibre of his being may be crying out against it, but because he believes that that is what is right to do.

Similarly, until someone finds that pouch filled with money lying in the ditch when no one else is around, we don't really know anything about their alignment. We might know something about their personality, and we might say, "This person is always generous with his money so he won't steal it.", but we don't really know anything about why he's generous with his money. Perhaps in his heart he is generous because it's easy, because he enjoys receiving acclaim and having a good time. When he steals, its easy for him and he spends other peoples money with even more abandon than he spends his own. On the other hand, the same pouch might be found by the aforementioned good hearted spend-thrift, and then he has a real temptation. His emotions tell him to take the money, but his beliefs tell him that it belongs to someone else. All sorts of thoughts rationalizing not doing what he believes to be right will enter his head - people careless with their money don't deserve it, maybe I was meant to find this to use it for some good cause, no one will ever suspect me of stealing it because everyone knows I'm already rich, and so forth. Maybe he passes the test. Maybe he doesn't and it eats him up with guilt that he didn't live up to his own standards. Knowing the alignment tells us something about the person than knowing only the personality doesn't tell us.

I often think that probably a lot of us aren't entirely who we think we are. We entertain ourselves with ideas of being 'good people', but most of us probably aren't tested - seriously tested - very often. Certainly, very often in the news someone has committed a crime, and they interview friends and neighbors who say, "He just never seemed like the type." I think they are just judging people by their personality. A person's ethical inclinations are often much better hid, either behind bravado and affectation or by the simple matter of never talking about what they believe in any kind of serious manner.

I'm fairly certain that alignment is a deficient tool for talking about this. However, it seems to be a better tool than none at all, because most people's language is rather impoverished in this regard, and the few who have the linguistic tools use a complex language steeped in religion or philosophy which is rather inaccessible or else prone to provoking real life conflict. I wouldn't want to discuss this in real theological or real philosophical terms, and we probably certainly couldn't do it at EnWorld.
 
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From the perspective of a social scientist:

Observers view the behavior of others and then attempt to categorize these others according to that behavior. They construct a typology that lends itself to prediction. The typology succeeds in as much as it allows consistent, accurate prediction. That in turn relies on constructing a typology in which variation within category is much lower than variation across categories. If several qualities are conflated by the typological categories then accuracy will be low. This is why the social construct of "race" as an ascriptive characteristic is not particularly useful for biologists; genetic variation within the proposed groups actually exceeds variation between said groups.

Example:

What will this person do in situation A? Well, we have classified him according to previous behavior as "lawful neutral," and statistically speaking 80% of those classified as "lawful neutral," have behaved in this way during previous trials. Let's see what he does.

If the person does not behave the way the 80% do, we do not say that that person was not really lawful neutral. We continue to run studies to determine whether our 80% number continues to hold. Then we refine our categories using commonalities in the 20% to create a more accurate prediction mechanism. Perhaps we can create a typology that allows for 90% accuracy in prediction.

We admit however that perfect prediction is not feasible because 1. categories are based on ideal types (Ideal type - Wikipedia, the free encyclopedia) and 2. category membership is fluid.

For an example of the difficulties of predicting behavior based on personality categorization, see the Meyers-Briggs temperment sorter:

Myers-Briggs Type Indicator - Wikipedia, the free encyclopedia

In short, categorization is a theoretical endeavor. We create the categories and assign others to them. Their category membership is not an intrinsic/inherent quality. For more information on that distinction, see the reification fallacy:

http://en.wikipedia.org/wiki/Reification_(fallacy)


Now in D&D we are placed in an interesting situation. As players and DMs the alignment system is the available theoretical construct for predicting character, NPC and monster behavior. When we read an adventure and see that Wulfgar is chaotic good, we form expectations as to how that character will behave in adventure. The problem is that the alignment categories are so vague, and there is so much variation within category, that the system does not provide much predictive power. Different authors/DMs/players mean such different things when they describe a character that knowing that character A is described as "chaotic neutral," by person Y tells us very little about her future actions (unless we create a meta-classification system based on how people use the alignment system).

HOWEVER....in within game terms, alignment has become reified. What is for players/DMs a tool for predicting behavior is for in-game characters an inate characteristic because law/chaos and good/evil are literally built into the fabric of the universe. A character really is neutral good whether he knows it or not. Some spells hurt you if you are chaotic. Other spells detect you if you are good. Entire planes will refuse you entry if you do not match their alignment. You can be stript of your abilities for crossing categories (e.g. paladins and clerics). Suddenly what was simply a (lousy) way to for observers to predict behavior becomes extremely consequential to the well-being of the character. (Real World Equivalent: A virus that only targets lower middle class people!)

What started out thus:

observed behavior/characteristics------->alignment classication------->predictions about future behavior

becomes this:

innate nature ---->acts according to "real" alignment----->is a member of one of nine actual "teams."

In theory this sort of reification leads to all kinds of silly semantic debates (see for example any debate on communism, capitalism or feudalism). When we begin to see our categories as "real," then we are no longer able to use them to effectively predict behavior and certainly can no longer critically evaluate them for the sake of improvment.

Back to Rorschach. What is he? He is anything that the observer can use to predict his behavior.

In one person's system he may be called, "chaotic neutral," according to a collection of traits and behaviors observed by that person.

Another observer might call him, "scrupulous type IV," according to a different collection of traits and behaviors observed by that person.

Who is right? That is not a question that can be answered because these are two separate typological systems. The correct question is to ask, "which system has more explanatory power?" I.e. which system predicts Rorshach's behavior most accurately.

Unfortunately, often completely separate systems use the same words to describe categorizes. That's why we're all arguing about whether he is really lawful or truly good; we all have different taxonomies in mind but we continue to use the same four terms to describe our actually quite different categorization process.

Now if two individuals can agree on a typology system, i.e. they can agree on the characteristics that sort observations into categories, they can have an interesting discussion about exactly where Rorschach fits. They might note that Rorschach seems to have many differences with others in the same category and decide to change the categorical system to reflect this.

I am not however confident that we will ever all agree on that characteristics that sort someone into the d&d alignment taxonomy since they are abstract characteristics like, "kind" or "just," as opposed to concrete characteristics like, "eye color," or "posession of gene allele 4.3).

In the end though, the debate is purely moot. Rorschach does not exist and will not be providing us with any future observations with which to test our respective taxonomies. And, a taxonomy provides little benefit if it does not exist to enhance predictive capacity.
 
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You make some great points, Celebrim.

I take a simpler view of alignment--that it is the sum of the character's decisions to date. And being such, it is always in the player's control, and it is never fixed, but changes very slowly, over time, as the character lives and changes and grows and makes choices.

As far as I'm concerned, a character is only Chaotic Good (or whatever label makes sense in the campaign), because of his or her past decisions, and if that character begins to make decisions that are more Lawful than Chaotic, or more Evil than Good, then the alignment should reflect that.

How "big" each decision is needs to be a factor, of course, but most times any change would happen incrementally, based only on the player's choices.


As for the idea of teams, that doesn't really resonate with me. There's no reason why two characters of the same alignment would have exactly the same goals, or even be able to stand each other.
 

(unless we create a meta-classification system based on how people use the alignment system)

That sounds like it would be an appropriate topic for graduate thesis in sociology.

'The Classification of Group Conventions Regarding Topologies Subject to Reification in Social Gaming'

I for one would be interested in knowing if there was a topology that predicted how a particular gamer responded to a game topology, and how many buckets that players could be dropped in, and whether there was any correlation with other topologies or self-identifications.

Now if two individuals can agree on a typology system, i.e. they can agree on the characteristics that sort observations into categories, they can have an interesting discussion about exactly where Rorschach fits. They might note that Rorschach seems to have many differences with others in the same category and decide to change the categorical system to reflect this.

Most alignment arguments seem to revolve around the assumption that the mental maps of the two participants either match or should match. In alot of cases, to be honest, this is because players don't read the manual and instead bring preexisting definitions into play and subsitute them for the formal definitions. In some cases, this is because as you say, the sorting is by abstract concepts. In sadly far too many cases, its because one player has a copy of a different manual than another player, and each game manual defines the terms differently.

Admitting that there are many difficulties, it seems to me that you could go with one particular definition and then from that, have a far more useful predictive tool than any real world classification system could be, because the alignment of a game character is knowable and real in a way quite unlike any real classification system and because (quite unlike the real world) the number of actors is quite small.

Rather than trying to guess the category from the behavior, we can guess the behavior from the category.

The purpose of alignment would seem to be to communicate in a general fashion how to predict the character's likely behavior. To that extent, it seems likely that it is intended for communicating general behavioral guidelines between DM's as much as between the DM and the player. One DM says to another, "Here is the outline of an adventure. I don't know what situations will come up in your games, but I intend Mr. X to behave in a manner consistant with your interpretation of 'Chaotic Evil' and Lady Y to behave in a manner consistant with your interpretation of 'Lawful Good'." This, along with a brief personality outline, forms the basis both of the first DM's decision making process, and of the second DM's decision making process. Neither will be perfectly comparable to the other, but I think there would be not an insignificant amount of information transfer given the size of a message like 'Chaotic Evil' (about 4 bits worth in computer terms).

Gygax says, "Here is a monster. It's decision making process is normally of the Chaotic Good type." We don't have a perfect transferal of information, but we don't need a perfect transfer. Within my campaign, I'm always using a very similar decision making process for Chaotic Good NPC's, so there will be internal consistancy even if there isn't perfect consistancy with the original author's model. I'm not sure perfect agreement with another DM is necessary. Isn't general agreement enough? What would you do to devise better message passing?
 

I take a simpler view of alignment--that it is the sum of the character's decisions to date. And being such, it is always in the player's control, and it is never fixed, but changes very slowly, over time, as the character lives and changes and grows and makes choices.

I didn't really address where I thought alignment came from or whether it was perfectly stable. I think what I said was largely compatible with what you've just stated.

I'm not completely uncomfortable with the idea of having a propensity for a given alignment just as a character might have a propensity for a given personality. That is, I'm not uncomfortable with having an alignment as it were, 'from birth'. But also, I'm not uncomfortable with it changing over time to reflect changes in the beliefs or realized beliefs (actions) of the character.

In the case of a player character, it is of course always - as with everything else about the player - in the player's control. I'd much prefer a good reason for the change in the character's strongly held convictions, but it is the player's character.

As for the idea of teams, that doesn't really resonate with me. There's no reason why two characters of the same alignment would have exactly the same goals, or even be able to stand each other.

I agree. I was specifically trying to refute the idea that alignment was just teams or just a description of personality, to focus on my idea that alignment is a short hand for the character's critical decision making process somewhat irrespective of personality. What I really want to know is, "How is this character going to behave under pressure?"
 

Indeed.

All of which brings to mind Shilsen's Paladin, whatever his name was. Or is, perhaps. :)

Alignment can indeed be meaningful, yet not amount to a roleplaying straitjacket. I think you summed it up pretty well by saying: 'What I really want to know is, "How is this character going to behave under pressure?"'

A very nice alternative (one of several, mind you) is Pendragon's sets of opposing Personality Traits; also, Passions. Again, definitely not a straitjacket upon expression or discovery. But the ways that these particular game elements tie into others is quite brilliant. I've had some good experiences tacking those thnigs onto a fundamentally d20-based fantasy system (in place of alignment, as it happens).

Bit of a detour, but - as I view alignment as essentially easy to modify, remove or replace - it seemed worth mentioning.
 

You make some great points, Celebrim.

I take a simpler view of alignment--that it is the sum of the character's decisions to date. And being such, it is always in the player's control, and it is never fixed, but changes very slowly, over time, as the character lives and changes and grows and makes choices.

As far as I'm concerned, a character is only Chaotic Good (or whatever label makes sense in the campaign), because of his or her past decisions, and if that character begins to make decisions that are more Lawful than Chaotic, or more Evil than Good, then the alignment should reflect that.

How "big" each decision is needs to be a factor, of course, but most times any change would happen incrementally, based only on the player's choices.


As for the idea of teams, that doesn't really resonate with me. There's no reason why two characters of the same alignment would have exactly the same goals, or even be able to stand each other.
Yeah, this is how I use alignment. There's no Team Good or Master of All Evil. People live their lives in all kinds of ways; those who are generally compassionate get subtle support from metaphysical Good, while those who are uncaring or cruel get ignored. But nobody knows the Good guys or the Evil guys just by looking at them, and Good guys argue and work at odds with each other as often as they crusade against Evil guys.
 

Certainly in 4th edition, alignment's main and perhaps only purpose is to differentiate between Team Good and Team Evil. But other designers and editions at other times have talked about many other purposes, some of which make more sense than others, including:

1) Providing a crutch for novice gamers who might otherwise role-play their characters as themselves

2) Providing an objective description of a character's morality that is understandable by anyone in any campaign

3) Providing a useful shorthand for character behavior

4) Specifying sentient universal philosophical concepts that are at war with each other (e.g. Moorcock)

5) Enforcing mechanical restrictions based on outlook (e.g. monks must be lawful)

6) Emphasizing that Good and Evil are not the only teams out there, and that in fact different strands of Good may oppose each other just as fervently as they oppose Evil (obviously this wasn't a guiding 4e principle)

So there are lots of reasons people have given for why D&D needs an alignment system, besides the simplistic good-guys-versus-bad-guys setup for 4th edition. Which of these functions *should* be done by an alignment system would be an entirely different debate, though -- and I suspect *any* justification one could give for an alignment system would be pounced on by a fair number of people...
 

Alignment is, as others have said, the sum of a character's actions. This seems to be confirmed by WOTC's sourcebooks, which deem that intention is not a part of alignment - at least not substantially.

The only question, in my mind, is what actions equal what alignment. But intention or philosophy is not really what alignment is about.
 

Most people who have posted to this thread say that alignment is how people ACT. But that misses an important point: I think that alignment is, primarily, intended to describe a person's system of BELIEFS, not actions. Oh, certainly, most 'sane' people act in some rough degree of accordance with their beliefs, but when push comes to shove, when people find themselves against a wall with limited choices, none of which may seem viable, when people are under extreme stress from within and without, it is at those times that people may, and sometimes do, act in ways that are not in accordance with the 'beliefs' that they hold most dear at times when they are relaxing in front of a warm fire with a glass of merlot.

So consider the 'stressed-out' actions of a desperate L/G person in responding to a threat with excessive force that results in the death of someone who merely slapped his face. Does this action mandate an alignment change??? I would argue that it does not, because the person's BELIEFS have not changed at all. Of course, those beliefs would almost certainly prompt some very strong feelings of guilt, and perhaps responsibility for the dead person's widow and family. If suitable follow-up actions did not occur indicate the depth of belief on the part of the 'murderer' then an alignment change might just be in order.
 
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