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Why I don't like alignment in fantasy RPGs
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<blockquote data-quote="Sepulchrave II" data-source="post: 5431225" data-attributes="member: 4303"><p>I like alignment, but I think it always needs work by the DM to be utilized successfully in a campaign: the DM must define it within the context of his or her game world. Alignment can then become a powerful symbolic language.</p><p></p><p>I think that – internally – alignment has many overlapping "dimensions," and that most of the problems associated with it stem from a failure to recognize this; the layers are conflated into something monolithic when they shouldn't be. Internal tension between the various dimensions is actually what makes alignment interesting to me, as well as the extent to which <em>action</em> defines alignment.</p><p></p><p></p><p><strong>1. Personal</strong></p><p>The moral/ethical code and behavior as exhibited by the individual character within the game world. This is portrayed by the player according to his or her interpretation of alignment expectations within the guidelines presented by the DM: where understanding is different between the DM and player, dialogue must necessarily happen. This is the point at which the player helps define notions of good and evil within the campaign world.</p><p></p><p><strong>2. Societal</strong></p><p>The general behavior of a group of people, or the mores espoused by a particular society. This is typically defined by the DM and is a useful shorthand ("good guys" vs. "bad guys") but also presents opportunities for compromise and/or conflict when the PCs interact with it according to their own declared alignments.</p><p></p><p><strong>3. Religious</strong></p><p>The in-game interpretation of various divine representations of alignment; the will of the gods as communicated either directly or through their priesthood or oracles. The extent to which a deity's mandate constitutes an <em>act</em> of alignment is a interesting one: if a LG deity commands a ruthless crusade, is taking part in it automatically a Good act? This is also fertile ground for plot hooks.</p><p></p><p><strong>4. Absolute</strong></p><p>In the classic model, this is alignment in the "planar" sense; a cosmic force to which even deities are subject, or within the framework of which their dispositions are defined. Many of the iconic D&D outsiders are tied to alignment in this sense.</p><p></p><p><strong>5. Metagame</strong></p><p>Here alignment is acknowledged as a useful device which helps regulate the factions within the game world in broad and convenient strokes.</p><p></p><p> </p><p>Other dimensions can be easily added. The very ambiguity of alignment is what gives it its power. We grope to define it, and have only vague notions. </p><p></p><p>It’s hardly surprising that there are so many areas of disagreement because alignment actually asks rather fundamental questions such as <em>What is the nature of Good?</em></p></blockquote><p></p>
[QUOTE="Sepulchrave II, post: 5431225, member: 4303"] I like alignment, but I think it always needs work by the DM to be utilized successfully in a campaign: the DM must define it within the context of his or her game world. Alignment can then become a powerful symbolic language. I think that – internally – alignment has many overlapping "dimensions," and that most of the problems associated with it stem from a failure to recognize this; the layers are conflated into something monolithic when they shouldn't be. Internal tension between the various dimensions is actually what makes alignment interesting to me, as well as the extent to which [I]action[/I] defines alignment. [B]1. Personal[/B] The moral/ethical code and behavior as exhibited by the individual character within the game world. This is portrayed by the player according to his or her interpretation of alignment expectations within the guidelines presented by the DM: where understanding is different between the DM and player, dialogue must necessarily happen. This is the point at which the player helps define notions of good and evil within the campaign world. [B]2. Societal[/B] The general behavior of a group of people, or the mores espoused by a particular society. This is typically defined by the DM and is a useful shorthand ("good guys" vs. "bad guys") but also presents opportunities for compromise and/or conflict when the PCs interact with it according to their own declared alignments. [B]3. Religious[/B] The in-game interpretation of various divine representations of alignment; the will of the gods as communicated either directly or through their priesthood or oracles. The extent to which a deity's mandate constitutes an [I]act[/I] of alignment is a interesting one: if a LG deity commands a ruthless crusade, is taking part in it automatically a Good act? This is also fertile ground for plot hooks. [B]4. Absolute[/B] In the classic model, this is alignment in the "planar" sense; a cosmic force to which even deities are subject, or within the framework of which their dispositions are defined. Many of the iconic D&D outsiders are tied to alignment in this sense. [B]5. Metagame[/B] Here alignment is acknowledged as a useful device which helps regulate the factions within the game world in broad and convenient strokes. Other dimensions can be easily added. The very ambiguity of alignment is what gives it its power. We grope to define it, and have only vague notions. It’s hardly surprising that there are so many areas of disagreement because alignment actually asks rather fundamental questions such as [I]What is the nature of Good?[/I] [/QUOTE]
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