Saturday, August 25, 2018

Alignment Through the Ages

I am a member of several D&D groups on Facebook and G+ (imagine that!) Lately on the 5E groups, in particular, debate has raged on about alignment and its usefulness. Today, I present the basics for alignments in different editions of D&D. Soon I will create a follow-up post explaining the changes and how I interpret them.
The OD&D alignment basics is in the image to the right.
Men and Magic, Pg 9

In Supplement I: Greyhawk, a small revision was made: "Chaotic Alignment by a player generally betokens chaotic action on the player’s part without any rule to stress this aspect, i.e. a chaotic player is usually more prone to stab even his lawless buddy in the back for some desired gain. However, chaos is just that — chaotic. Evil monsters are as likely to turn on their supposed confederates in order to have all the loot as they are to attack a lawful party in the first place.
While there is no rule to apply to groups of chaotic players operating in concert, referees are urged to formulate some rules against continuing cooperation as fits their particular situation, but consideration for concerted actions against chaotic players by lawful ones should be given." (Greyhawk pp 6,7)
Even after this revision, alignment is still a murky idea.

Moving on to Holmes, we find this in his Basic book: "Characters may be lawful (good or evil), neutral or chaotic (good or evil). Lawful characters always act according to a highly regulated code of behavior, whether for good or evil. Chaotic characters are quite unpredictable and can not be depended upon to do anything except the unexpected -- they are often, but not always, evil. Neutral characters, such as all thieves, are motivated by self interest and may steal from their companions or betray them if it is in their own best interest. Players may choose any alignment they want and need not reveal it to others. Note that the code of lawful good characters insures that they would tell everyone that they are lawful. There are some magical items that can be used only by one alignment of characters. If the Dungeon Master feels that a character has begun to behave in a manner inconsistent with his declared alignment he may rule that he or she has changed alignment and penalize the character with a loss of experience points. An example of such behavior would be a "good" character who kills or tortures a prisoner." (Dungeons & Dragons [1978], Holmes, pp 8)

Moving forward, we hit AD&D 1E.
After generating the abilities of your character, selecting his or her race, and deciding upon a class, it is necessary to determine the alignment of the character. It is possible that the selection of the class your character will profess has predetermined alignment: a druid is neutral, a paladin is lawful good, a thief can be neutral or evil, an assassin is always evil. Yet, except for druids and paladins, such restrictions still leave latitude — the thief can be lawful neutral, lawful evil, neutral evil, chaotic evil, chaotic neutral, neutral, or even neutral good; and the assassin has nearly as many choices. The alignments possible for characters are described below.
Chaotic Evil: The major precepts of this alignment are freedom, randomness, and woe. Laws and order, kindness, and good deeds are disdained. Life has no value. By promoting chaos and evil, those of this alignment hope to bring themselves to positions of power, glory, and prestige in a system ruled by individual caprice and their own whims.
Chaotic Good: While creatures of this alignment view freedom and the randomness of action as ultimate truths, they likewise place value on life and the welfare of each individual. Respect for individualism is also great. By promoting the gods of chaotic good, characters of this alignment seek to spread their values throughout the world.
Chaotic Neutral: Above respect for life and good, or disregard for life and promotion of evil, the chaotic neutral places randomness and disorder. Good and evil are complementary balance arms. Neither are preferred, nor must either prevail, for ultimate chaos would then suffer.
Lawful Evil: Creatures of this alignment are great respecters of laws and strict order, but life, beauty, truth, freedom and the like are held as valueless, or at least scorned. By adhering to stringent discipline, those of lawful evil alignment hope to impose their yoke upon the world.
Lawful Good: While as strict in their prosecution of law and order, characters of lawful good alignment follow these precepts to improve the common weal. Certain freedoms must, of course, be sacrificed in order to bring order; but truth is of highest value, and life and beauty of great importance. The benefits of this society are to be brought to all.
Lawful Neutral: Those of this alignment view regulation as all-important, taking a middle road betwixt evil and good. This is because the ultimate harmony of the world — and the whole of the universe — is considered by lawful neutral creatures to have its sole hope rest upon law and order. Evil or good are immaterial beside the determined purpose of bringing all to predictability and regulation.
Neutral Evil: The neutral evil creature views law and chaos as unnecessary considerations, for pure evil is all-in-all. Either might be used, but both are disdained as foolish clutter useless in eventually bringing maximum evilness to the world.
Neutral Good: Unlike those directly opposite them (neutral evil) in alignment, creatures of neutral good believe that there must be some regulation in combination with freedoms if the best is to be brought to the world — the most beneficial conditions for living things in general and intelligent creatures in particular.
True Neutral: The “true” neutral looks upon all other alignments as facets of the system of things. Thus, each aspect — evil and good, chaos and law — of things must be retained in balance to maintain the status quo; for things as they are cannot be improved upon except temporarily, and even then but superficially. Nature will prevail and keep things as they were meant to be, provided the “wheel” surrounding the hub of nature does not become unbalanced due to the work of unnatural forces — such as human and other intelligent creatures interfering with what is meant to be.
Naturally, there are all variations and shades of tendencies within each alignment.The descriptions are generalizations only. A character can be basically good in its “true” neutrality, or tend towards evil. It is probable that your campaign referee will keep a graph of the drift of your character on the alignment chart. This is affected by the actions (and desires) of your character during the course of each adventure, and will be reflected on the graph. You may find that these actions are such as to
cause the declared alignment to be shifted towards, or actually to, some other.
Changing Alignment
While involuntary change of alignment is quite possible, it is very difficult for a character to voluntarily switch from one to another, except within limited areas. Evil alignment can be varied along the like axis. The neutral character can opt for some more specific alignment. Your referee will probably require certain stringent sacrifices and appropriate acts — possibly a quest, as well — for any other voluntary alignment change. In fact, even axial change within evil or good, or
radial movement from neutrality may require strong proofs of various sorts. Further voluntary change will be even more difficult. Changing back to a forsaken alignment is next to impossible on a voluntary basis. Even involuntary drift will bring the necessity of great penance. (Player's Handbook, Gygax, 1978, pp 33-34)

Moldvay/Cook steps back to the three-point alignment system, separating Basic from Advanced Dungeons & Dragons
Three basic ways of life guide the acts of both player characters and monsters. Each way of life is called an alignment. The three alignments are named Law, Chaos, and Neutrality. Each alignment has a language that includes hand signals and other body motions. Player characters always know how to speak their alignment language in addition to any others they may know. If a monster is able to speak, it will also be able to use its alignment language.
Players may choose the alignments they feel will best fit their characters. A player does not have to tell other players what alignment he or she has picked, but must tell the DM. Most Lawful characters
will reveal their alignment if asked. When picking alignments, the characters should know that Chaotics cannot be trusted, even by other Chaotics. A Chaotic character does not work well with
other player characters.
The alignments give guidelines for characters to live by. The characters will try to follow these guidelines, but may not always be successful. If a DM feels that a player is not keeping to a character's chosen alignment, the DM may suggest a change of alignment or give the character a punishment or penalty. 
Law (or Lawful) is the belief that everything should follow an order, and that obeying rules is the natural way of life. Lawful creatures will try to tell the truth, obey laws, and care about all living
things. Lawful characters always try to keep their promises. They will try to obey laws as long as such laws are fair and just. If a choice must be made between the benefit of a group or an individual,
a Lawful character will usually choose the group. Sometimes individual freedoms must be given up for the good of the group. Lawful characters and monsters often act in predictable
ways. Lawful behavior is usually the same as behavior that could be called "good".
Chaos (or Chaotic) is the opposite of Law. It is the belief that life is random, and that chance and luck rule the world. Everything happens by accident, and nothing can be predicted. Laws are
made to be broken, as long as a person can get away with it. It is not important to keep promises, and lying and telling the truth are both useful. To a Chaotic creature, the individual is the most important of all things. Selfishness is the normal way of life, and the group is not
important. Chaotics often act on sudden desires and whims. They cannot be trusted, and their behavior is hard to predict. They have a strong belief in the power of luck. Chaotic behavior is usually the same as behavior that could be called "evil".
Neutrality (or Neutral) is the belief that the world is a balance between Law and Chaos. It is important that neither side get too much power and upset this balance. The individual is important,
but so is the group; the two sides must work together. A Neutral character is most interested in personal survival. Such characters believe in their own wits and abilities rather than luck.
They tend to return the treatment they receive from others. Neutral characters will join a party if they think it is in their own best interest, but will not be overly helpful unless there is some sort
of profit in it. Neutral behavior may be considered "good" or "evil" (or neither!), depending on the situation. (Dungeons & Dragons Fantasy Adventure Game Basic Rulebook, Holmes, 1981, pp B11)

The next release was Menzter's Red Box Basic. He keeps the three-point alignment system.
Three basic ways of life guide the acts of both player characters and monsters. Each way of life is called an alignment. The three alignments are named Law, Chaos, and Neutrality. Each alignment
has a language that includes hand signals and other body motions. Player characters always know how to speak their alignment language in addition to any others they may know. If a monster is able to speak, it will also be able to use its alignment language.
Players may choose the alignments they feel will best fit their characters. A player does not have to tell other players what alignment he or she has picked, but must tell the DM. Most Lawful characters will reveal their alignment if asked. When picking alignments, the characters should know that Chaotics cannot be trusted, even by other Chaotics. A Chaotic character does not work well with other player characters.
The alignments give guidelines for characters to live by. The characters will try to follow these guidelines, but may not always be successful. If a DM feels that a player is not keeping to a character's chosen alignment, the DM may suggest a change of alignment or give
the character a punishment or penalty.
Law (or Lawful) is the belief that everything should follow an order, and that obeying rules is the natural way of life. Lawful creatures will try to tell the truth, obey laws, and care about all living
things. Lawful characters always try to keep their promises. They will try to obey laws as long as such laws are fair and just.
If a choice must be made between the benefit of a group or an individual, a Lawful character will usually choose the group. Sometimes individual freedoms must be given up for the good of the group. Lawful characters and monsters often act in predictable ways. Lawful behavior is usually the same as behavior that could be called "good."
Chaos (or Chaotic) is the opposite of Law. It is the belief that life is random, and that chance and luck rule the world. Everything happens by accident and nothing can be predicted. Laws are
made to be broken, as long as a person can get away with it. It is not important to keep promises, and lying and telling the truth are both useful.
To a Chaotic creature, the individual is the most important of all things. Selfishness is the normal way of life, and the group is not important. Chaotics often act on sudden desires and whims. They
cannot be trusted, their behavior is hard to predict. They have strong belief in the power of luck. Chaotic behavior is usu- ally the same as behavior that could be called "evil."
Neutrality (or Neutral) is the belief that the world is a balance between Law and Chaos. It is important that neither side get too much power and upset this balance. The individual is important, but so is the group; the two sides must work together.
A Neutral character is most interested in personal survival. Such characters believe in their own wits and abilities rather than luck. They tend to return the treatment they receive from others. Neutral
characters will join a party if they think it is in their own best interest, but will not
be overly helpful unless there is some sort of profit in it. Neutral behavior may be considered "good" or "evil" (or neither), depending on the situation.
THE SITUATION: A group of player characters is attacked by a large number of monsters. Escape is not possible unless the monsters are slowed down.
A Lawful character will fight to protect the group, whatever the danger. The character will not run away unless the whole group does.
A Neutral character will fight to protect the group as long as it is reasonably safe to do
so. If the danger gets too great, the character will try to save himself (or herself), even
at the expense of the party.
A Chaotic character might fight the monsters or might run away. The character will not care what happens to the rest of the party. (Dungeons & Dragons Player's Manual, Frank Mentzer, 1983)

Moving into AD&D 2E, we find the alignment system receives an entire chapter! I'm not going to quote the whole thing. Instead I will only present the bare essentials.
The character's alignment is a guide to his basic moral and ethical attitudes toward others, society, good, evil and the forces of the universe in general. Use the chosen alignment as a guide to provide a clearer idea of how the character will handle moral dilemmas. Always consider alignment as a tool, not a straitjacket that restricts the character. Although alignment defines general attitudes, it certainly doesn't prevent the character from changing his beliefs, acting irrationally, or behaving out of character.

D&D 3E
A character’s or creature’s general moral and personal attitudes are represented by its alignment: lawful good, neutral good, chaotic good, lawful neutral, neutral, chaotic neutral, lawful evil, neutral evil, and chaotic evil. (See Table 6–1: Creature, Race, and Class Alignments to see which creatures, races, and classes favor which alignments.)
Choose an alignment for your character, using the character’s race and class as a guide. Standard characters are good or neutral but not evil. Evil alignments are for villains and monsters.
Alignment is a tool for developing your character’s identity. It is not a straitjacket for restricting your character. Each alignment represents a broad range of personality types or personal philosophies, so two lawful good characters can be quite different from each other. In addition, few people are
completely consistent. A lawful good character may have a greedy streak, occasionally tempting him to take something or hoard something he has even if that’s not the lawful or good thing to do. People are also not consistent from day to day. Good characters can lose their tempers, neutral characters can be inspired to perform noble acts, and so on.
Choosing an alignment for your character means stating your intent to play that character a certain way. If your character acts in a way more appropriate to another alignment, the DM may decide that your character’s alignment has changed to match her actions. 

Being good or evil can be a conscious choice, as with the paladin who attempts to live up to her ideals or the evil cleric who causes pain and terror to emulate his god. For most people, though, being
good or evil is an attitude that one recognizes but does not choose.
Being neutral between good and evil usually represents a lack of commitment one way or the other, but for some it represents a positive commitment to a balanced view. While acknowledging that good and evil are objective states, not just opinions, these folk maintain that a balance between the two is the proper place for people, or at least for them.
Animals and other creatures incapable of moral action are neutral
rather than good or evil. Even deadly vipers and tigers that eat
people are neutral because they lack the capacity for morally right or

wrong behavior. (Dungeons & Dragons Player's Handbook, WotC, 2000, pp 87-88)

Dungeons and Dragons 4E takes a stern departure. It devotes about a page and a half to the subject, but here's the quick rundown:
ALIGNMENT A character’s alignment (or lack thereof) describes his or her moral stance: ✦ Good: Freedom and kindness. ✦ Lawful Good: Civilization and order. ✦ Evil: Tyranny and hatred. ✦ Chaotic Evil: Entropy and destruction. ✦ Unaligned: Having no alignment; not taking a stand. For the purpose of determining whether an effect functions on a character, someone of lawful good alignment is considered good and someone of chaotic evil alignment is considered evil. For instance, a lawful good character can use a magic item that is usable only by good-aligned characters.  (Dungeons & Dragons Player's Handbook Arcane, Divine and Martial Heroes, 2008)
It is a different system. Lawful Good, Good, Evil, Chaotic Evil and Unaligned seems a distilled version of the nine-point system.

D&D 5E takes a bare bones approach:
A typical creature in the game world has an alignment, which broadly describes its moral and personal attitudes. Alignment is a combination of two factors: one identifies morality (good, evil, or neutral), and the other describes attitudes toward society and order (lawful, chaotic, or neutral). Thus, nine distinct alignments define the possible combinations.

These brief summaries of the nine alignments describe the typical behavior of a creature with that alignment. Individuals might vary significantly from that typical behavior, and few people are perfectly and consistently faithful to the precepts of their alignment.

Lawful good (LG) creatures can be counted on to do the right thing as expected by society. Gold dragons, paladins, and most dwarves are lawful good.

Neutral good (NG) folk do the best they can to help others according to their needs. Many celestials, some cloud giants, and most gnomes are neutral good.

Chaotic good (CG) creatures act as their conscience directs, with little regard for what others expect. Copper dragons, many elves, and unicorns are chaotic good.

Lawful neutral (LN) individuals act in accordance with law, tradition, or personal codes. Many monks and some wizards are lawful neutral.

Neutral (N) is the alignment of those who prefer to steer clear of moral questions and don’t take sides, doing what seems best at the time. Lizardfolk, most druids, and many humans are neutral.

Chaotic neutral (CN) creatures follow their whims, holding their personal freedom above all else. Many barbarians and rogues, and some bards, are chaotic neutral.

Lawful evil (LE) creatures methodically take what they want, within the limits of a code of tradition, loyalty, or order. Devils, blue dragons, and hobgoblins are lawful evil.

Neutral evil (NE) is the alignment of those who do whatever they can get away with, without compassion or qualms. Many drow, some cloud giants, and goblins are neutral evil.

Chaotic evil (CE) creatures act with arbitrary violence, spurred by their greed, hatred, or bloodlust. Demons, red dragons, and orcs are chaotic evil.

Alignment in the Multiverse
For many thinking creatures, alignment is a moral choice. Humans, dwarves, elves, and other humanoid races can choose whether to follow the paths of good or evil, law or chaos. According to myth, the good-aligned gods who created these races gave them free will to choose their moral paths, knowing that good without free will is slavery.

The evil deities who created other races, though, made those races to serve them. Those races have strong inborn tendencies that match the nature of their gods. Most orcs share the violent, savage nature of the orc gods, and are thus inclined toward evil. Even if an orc chooses a good alignment, it struggles against its innate tendencies for its entire life. (Even half-orcs feel the lingering pull of the orc god’s influence.)

Alignment is an essential part of the nature of celestials and fiends. A devil does not choose to be lawful evil, and it doesn’t tend toward lawful evil, but rather it is lawful evil in its essence. If it somehow ceased to be lawful evil, it would cease to be a devil.

Most creatures that lack the capacity for rational thought do not have alignments—they are unaligned. Such a creature is incapable of making a moral or ethical choice and acts according to its bestial nature. Sharks are savage predators, for example, but they are not evil; they have no alignment. (D&D Beyond, WotC)

1 comment:

  1. I've spent a lot of time thinking about alignment within the game and how best to explain and represent it to new people while also searching for sound analogies for each of the 9 "squares" on the grid.

    Years ago, I found an amazing site that outlined all of the aspects of alignment and explained each with solid examples to back it up.

    http://easydamus.com/alignment.html

    I have to say, it is possibly the most comprehensive collection of work on the subject and goes into great depth to explain each. However, it does so in a way that it gives the reader some very clear mnemonic concepts which make visualizing the concepts almost elementary.

    ReplyDelete