RPG Character Alignments

By Matthew Meyer

Alignment has been a staple of many roleplaying games since the industry’s beginnings. It’s been the subject of countless essays in fanzines and blog posts. Most people either love it or hate it; some could take it or leave it. I myself have gone from one extreme to another over the years, using it as a weapon against my players in my early-and-inexperienced years as a GM, then later completely banning it from my games for a few years, and finally embracing a balance that allows it to influence the game without getting in the players’ way.

Why Bother Using Alignment?

In D&D, the alignment system is used to suggest how your character or an NPC might act in a certain situation. This is great for one-shots and archetypal characters, but for developing a well-rounded, evolving character, it actually hampers growth more than it helps. Lawful Good characters end up being rigid, obnoxious, and poor company, while Chaotic Evil characters turn into comic book villains and think its fun to kill babies and wreak wanton destruction. One fatal flaw of this system becomes apparent with characters who must maintain an alignment, like monks or paladins. Are characters that have a strong set of self-guiding principals but ignore the law of the land chaotic or lawful? Does a paladin who breaks an unjust law lose his Lawfulness? What about an acetic monk who shuns society but follows a rigid set of personal rules? On the good/evil axis, is it evil or good to kill a baby goblin? What about a baby succubus? The D&D alignment system is vague to a fault, and it has caused countless arguments between players and DM’s, which often end up souring the mood of the game. The descriptions of Law and Chaos, Good and Evil recognize that the system is not black-and-white, and yet the rules do at times require a clear delineation – and this can become a serious problem.

The idea to drop alignment from one’s game seems to be a common discussion topic between many GM’s. If alignment is used improperly, it can restrict a player’s free will (“Your character wouldn’t do that; he’s Lawful Good!”) or even be used to punish a player (by removing their abilities, or severing a connection to a god, or causing followers to leave). On the other hand, it is also integral to some game concepts — particularly magic spells, the planes and outsiders. The trick lies in avoiding the temptation to use alignment as a tool to manipulate characters and instead view it as an impartial reflection of a character’s actions and values. To that extent, I’ve started use house rules for alignment in my games. My system goes something like this:

Alignment

There are nine alignments, just as there are in classic D&D/d20 games, following the same Law-Neutral-Chaos and Good-Neutral-Evil axis. They represent an aspect of your character’s personality, like a fantasy version of Facebook’s politics and religion sections. Remember how in 2nd Edition asking a character’s alignment was a huge social faux pas? That makes sense if you consider the rudeness of asking a stranger about their political or religious beliefs. Aside from the social aspect, alignments also have repercussions in game mechanics, notably certain magic effects (detection spells, circles of protection, holy avengers, etc.) and in dealings with the planes and extra-planar creatures like gods and devils.

To avoid the vagueness that has caused problems in D&D games, I use this more clear-cut description for alignments: the Law-Chaos scale is a reflection of your character’s view of the importance of society vs. individuality. (“Society” here refers to his or her native society, not necessarily where he or she is right now.) Someone who values compliance with societal norms over individual desires is Lawful; someone who values individuality over customs and traditions is Chaotic. This scale has less to do with you actually following the law than it does with you following the norms of your society (if course there are many cases where laws and societal norms do overlap). The Good-Evil scale is a reflection of whether your character’s actions are self-serving or altruistic. A PC who values their own well-being at the expense of others would fall on the Evil end of the scale, while someone who puts the needs of others ahead of their own needs would fall on the Good end of the scale. This has less to do with actually being a good or a bad person than it does with your personal values (though again, a person with certain values may end up being perceived as being nicer or nastier than someone else).

In this system, character classes are not restricted by their alignments; as they were in older editions of D&D. The GM should take special care to define the limitations for these classes in terms of their duties and vows. A monk doesn’t have to be Lawful as long as he is highly self-disciplined. A barbarian who shuns the city police but remains true to his ancestral customs should be Lawful, not chaotic. A Paladin who stands up against an unjust ruler and leads a resistance movement would not be at risk of losing his powers, as long as he remained true to his church’s laws.

One important thing to keep in mind here is that the concepts of good and evil are very subjective; almost nobody views their own actions as evil, and all people try to act in the way they feel is good. If you use this system, keep in mind that the alignment designation “Evil” does not necessarily mean someone is a bad or a nasty person. They may indeed be perfectly pleasant and amicable, however when push comes to shove they choose to help themselves before anyone else. (Perhaps a better way to describe the scale would be Altruism-Egotism, however that would involve changing many spell names and effect descriptions.)

To illustrate this point, an average Roman citizen from 500 BC might be Lawful Good, because he values the welfare of the state and society over his own life, gladly throwing himself on the sword to protect the integrity of Rome. A modern day Libertarian might be Chaotic Evil, because he believes in individual effort and doesn’t want any government involvement at all. They could both be perfectly nice and decent people, but their alignments are polar opposites. (Some more examples using this scale: Starfleet captain: Lawful Good; Ferengi: Lawful Evil; Conan the Barbarian: Chaotic Evil; Average Human: Neutral.) In short, alignment reflects your personal values, but doesn’t actually dictate who you are what you do. We all know that real people are more complex than this, and (at least in the game I run) we strive to have our character seems as believable as possible.

Alignment changes

Alignment is a reflection of your actions, not vice versa, so if your alignment changes in game, it won’t change the way your character works — it just means you’ve been playing according to that alignment more. A cleric whose alignment changes shouldn’t lose his spells unless he actually did something contrary to his faith. There shouldn’t be any direct penalties for changing alignments, though it will change the way certain spells affect you.

Discussion

It seems that everyone has come up with various ways to overcome the pitfalls that alignment can present. Every group has a different chemistry and perhaps that requires each group to have their own set of adjustments to the alignment system. Have you come up with a similar system to this one? Do you have something entirely different? How do you handle the role of alignments in your games?

Edited by Jonathan Jacobs

About Matthew Meyer