Showing posts with label alignment. Show all posts
Showing posts with label alignment. Show all posts

12 May 2025

Monster Alignment and Intelligence

There are two things that have always sort of bothered me about manuals of monsters, folios of fiends, and other fantasy bestiaries—both of which, in my opinion, are at the root of why some find them objectionable (or object to certain representations within them). Those two things are included in every monster's statblock: alignment and intelligence. Neither of these are necessary to describe an entire population of a type of monster.

Longtime readers of Applied Phantasticality are aware of my opinions on alignment in role-playing games. In general, alignment rules tend to constrain believable character development, impede player agency, and impose a view that entire species and cultures share a monolithic worldview. Any one of these is enough to justify disposing of alignment (as the majority of role-playing games have done since Tunnels & Trolls shed that burden in 1975). And, as I have stated here in previous articles, the only time alignment needs to be embedded in the rules is when they are overtly embedded in the fiction on which the game is based, such as Stormbringer (and even then, alignment is not inherent to all beings, but is an allegiance chosen by some individuals). My younger brother, when he was very young, blacked out the alignments of evil creatures in the original Monster Manual and replaced them with "Good." Although the defacement of a book ordinarily causes me considerable discomfort bordering on horror, it was his book, and I had to admit he had a valid point. He loved monsters, and the summary labelling of an entire species as irredeemable struck him as, well, evil. To my mind, actions speak louder than alignment. If I am running a game where alignment matters at all as a concept in the setting, characters will begin with no alignment. Over the course of their adventures, their actions will determine what their alignments actually are. To be honest, though, treating alignment as anything other than faction loyalty is a waste of time. Just jot down what faction the character or creature is aligned with and let that be the guideline, not the restraint.

Why do monsters have alignment in their entries in the first place? We know from the earliest edition of Dungeons & Dragons from 1974 that creatures were separated into three basic alignments for the purpose of determining who can target whom in combat, who might be an ally, and who might be lured to either side or refuse to get involved. Eventually, things became more complicated, especially with the publication of Advanced Dungeons & Dragons with its nine alignments. For player characters, alignment became a more detailed description of their ethics. For monsters, however, it became a statement of the moral nature of an entire species (and, to some, the justification for sparing creatures or murdering them on sight). One could easily leave out alignment and just include a brief description of the monster's behavioral tendencies and perhaps a bit of history. Just because most of a species behaves one way doesn't mean they all do (unless they are part of a hivemind). People of good conscience have a reason to be offended by labelling an entire culture or species as "evil." And yes, I know someone will say, "But what about demons?" Demons are obviously representations for Evil, so why does anyone need the statblock to tell them so? And if demons are intelligent, then there is the possibility that a demon might choose not to be evil. Alignment rules are unnecessary. Just play your characters (player and non-player alike) with believable motivations, behaviors, and personalities.

Intelligence has also been used by some as a justification for devaluing the lives of others whether by mockery or physical violence. If the intelligence of an entire species is declared "Low," one can imagine the ease with which some can excuse the mistreatment of any member of that species. Intelligence, as with alignment, varies within any species. Just look at how much it varies within humankind. Any attempt to define intelligence itself as a single overall characteristic is fraught with inaccuracy and gross exaggeration, but to apply a rating within that definition to an entire species or culture is, frankly, grotesque. I imagine the excuse for rating the intelligence of monsters is to provide guidance in role-playing them, but even within a single creature there are multiple kinds of intelligence. A creature might be cunning, but not philosophical. A creature might be resourceful, but not creative. A creature might be empathetic, but not eloquent. And this doesn't even touch on the variety of specific subjects about which an individual may know much, little, or nothing. It is neither reasonable nor necessary to rate the intelligence of a whole species.

If we were to drop alignment and intelligence from all the entries in the Monster Manual, would anything be lost? Would we suddenly be unable to include these monsters as either friends or foes in the adventures we create? Would we be unable to discern ally from adversary—even when we have our senses and minds—without their alignment declared in a bubble floating over their heads? What is lost if we have to make judgements based on our experience and observation instead of reading virtual nametags that say, "Hi, I'm a goblin. Intelligence: Low. Alignment: Lawful Evil."? I think the world should be more interesting than that.

20 April 2020

Random Alignment Generator 2

In a previous article, I described the official RPGA alignment dice I purchased in 1980-something and how to replace them with the superior (and more flexible) Fudge dice normally used in Fudge and its offshoots. Whilst I continue to recommend them (they can be ordered direct from Grey Ghost Press, Inc.; or you can request your favorite local game shop to order them through Impressions Advertising), I recognize that some may need a table for use with the dice they have as they wait for their Fudge dice to arrive. So, here is the d6 version of the Fudge-powered Random Alignment Generator:

 1st d62nd d6
1-2LawfulGood
3-4NeutralNeutral
5-6ChaoticEvil

Combined, we may generate the following results:

 1-23-45-6
1-2Lawful GoodLawful NeutralLawful Evil
3-4Neutral GoodTrue NeutralNeutral Evil
5-6Chaotic GoodChaotic NeutralChaotic Evil

16 April 2020

Table: Alternative Alignments (Table of Many Tables)

Perhaps you are unsatisfied with the traditional alignment system of your current role-playing game and would like to replace it or supplement it with a new one. Perhaps the Table of Many Tables can help!

Alternative Alignments

Roll 1d12

1. Moral - Amoral - Immoral
2. Heroic - Well-Intentioned - Villainous
3. Civilization - Nature - Barbarity
4. Law & Order - *shrug* - Crime & Passion
5. Good Guys - Extras - Bad Guys
6. Federation - Neutral Zone - Romulan Empire
7. Scientific Romance - Science Fiction - Scientifiction
8. Uptight - Normal - Bonkers
9. Gentle - Permanent Press - Heavy
10. Masculine - Neuter - Feminine
11. Cooked - Raw - Live
12. No Flash - Flash

01 January 2019

Alignments: Hot New Take for a New Year

As part of a selfmade superstition rooted in an observation of an arbitrary holiday, I feel compelled to post an article to at least one of my blogs before the end of the first day of the New Year (2019), and to facilitate this imaginary obligation, I am writing it whilst somewhat inebriated. Without further ado, I bring you another irreverant scribbling on a subject I do not take seriously: alignments in role-playing games, or rather, alignments in Dungeons & Dragons and the few other role-playing games that bother with it.

In the future, I forsee only two alignments. (I have decided to approach this in the manner of a fortune teller, which is all the authority it deserves.) The two alignments are:

  • Team Player, and
  • Loner

Team Player: Those of this alignment are willing to work with others to varying degrees in order to achieve a goal. It matters not if those ends are for good or evil. What matters is that one is willing and able to be part of a group. One can certainly have idiosyncracies and eccentricities, but when push comes to shove, differences are put aside. Game on.

Loner: Those of this alignment are determined to work alone and pursue their own personal quests. Worse than dividing the party, they abandon the party, yet expect an inordinate amount of the DM's attention. They are interested only in themselves and contribute nothing to the group. Those of this alignment may leave. I suggest Fighting Fantasy, Choose Your Own Adventure, or Tunnels & Trolls solitaire adventures as logical alternatives.

N.B. These are obviously player alignments, which are the only alignments that truly matter at the gaming table.

Have a happy, healthy, prosperous New Year with far more gaming than the last.

Peace.

21 September 2013

Numerical Alignment System

I have never fully approved of alignments in role-playing games except in settings where the struggle of Law versus Chaos is tangible (as in some of the novels of Poul Anderson and Michael Moorcock), although I have tried to make them work to some degree in Dungeons & Dragons even when the setting's moral landscape is less black & white (out of respect to the game's tradition, if nothing else). Occasionally, however, a gamer with a Web log has a new perspective on alignment that makes me want to give it a test run. New Alignment System for Labyrinth Lord from Digital Orc is one such article. I might have to give it a go.

[Edit: The links that were included in this article are effectively dead, which renders this article meaningless.]

14 April 2013

Law and Chaos and Level Limits

Ordinarily, I find level limits distasteful, especially if they are not applied to all character types equally, but under certain circumstances they can be used in a constructive (rather than an arbitrary and annoying) manner. This depends on the setting. I initially proposed A Case for Demi-Human Level Limits in which demi-humans such as elves could achieve any level in their own faerie realm (sort of a demi-plane with close connections to the Prime Material Plane), but were limited whenever they ventured away from it. Suppose we take the idea further. Suppose all characters have unlimited potential to rise in levels in their own reality, but are limited outside of it. In worlds influenced by Poul Anderson's cosmology of an active war between Law and Chaos with observable geographic boundaries between the two, we might conjecture that anyone born in a magic-drenched Chaotic land (such as an Andersonian elf) is restricted to a certain level when on Lawful soil, whereas anyone native to a mundane Lawful land (such as a human) is equally restricted when trodding on Chaotic turf. There is something about each of these environments that causes natives to flourish and aliens to wane. Characters who return to their native land may once again function at their normal level. (I would rule that hit points would be exempt from the effects of level limitation for the sake of reduced bookkeeping.)

This would have tangible effects on a dualistic fantasy world. Very powerful individuals would avoid leaving their land lest they be deprived of their power and would rely on their lessers (who, due to their lower levels, would not be penalized) to achieve their goals in alien territories. Lawful and Chaotic realms would constantly seek to extend their boundaries at the expense of the other, for their denizens cannot coexist and prosper for long. Perhaps the worst thing that can happen to a realm is to have its most powerful protector slain, lured away, or held captive in an opposite realm. Not only is that protector weakened in power by the distance, but maybe the realm itself suffers an actual loss in its inherent Law or Chaos, thus making it more vulnerable to incursions and conquest by its opposite. Maybe the power of Law and Chaos in a land is generated by the height of the levels — the legendry — of its most powerful inhabitants. Thus we have stories of human heroes being lured into Fairyland to dream their lives away and leave their kingdom open to invasion by hostile fairyfolk; and stories of expeditions to kidnap or assassinate the elven royalty who hold sway in the forest in order to open their lands up to mining or farming. A precarious balance is maintained when the low to medium level beings of Law and Chaos spar with one another at home or abroad, but it tips when the greatest beings die or leave their realm. If the greater (high level) beings are depleted in one realm, but not the other, then the depleted realm's alignment will change to that of its victorious neighbor. If, however, both realms are depleted of all their greater beings and protectors, then both will decline and lapse into a state of Neutrality where neither Law nor Chaos is ascendant and either all beings have level limits or no beings have level limits.

Outside of a coherent setting-based reason for level limits, I still prefer not to limit levels.

28 February 2013

Random Alignment Generator

Where do Fudge and Dungeons & Dragons intersect? The answer is the random alignment generator. Back in the 1980s, I owned a pair of six-sided alignment dice that I had ordered from the RPGA (Role-Playing Gamers' Association). The dice were white and bore three words repeated twice. The first die bore the words "Lawful" in blue, "Neutral" in green, and "Chaotic" in black. The second die bore the words "Good" in blue, "Neutral" in green, and "Evil" in red. To generate a character's alignment randomly, just roll the first die for those editions of D&D that had only three alignments, or roll both dice for the two-part alignment scheme that became standard starting with Advanced Dungeons & Dragons. Alas, it did not take long for the ink on the dice to smear and fade, leaving me with [what are gradually becoming] two featureless white cubes.

Two faded alignment dice and two Fudge dice.

The solution is Fudge dice. These six-sided three-dimensional randomizers have three symbols repeated twice and lend themselves to the random generation of alignments better than the original alignment dice themselves. [Fudge dice have six sides that are marked "+" on two sides, "−" on two sides, and left blank on two sides.] For one thing, they are not merely inked, they are incised, which means they last forever. For another thing, only a single Fudge die is necessary, since the "+" and "−" symbols can double as Lawful vs. Chaotic and Good vs. Evil.

For those who like charts, voila:

 1st dF2nd dF
+LawfulGood
0NeutralNeutral
ChaoticEvil

Combined, we may generate the following results:

 +0
+Lawful GoodLawful NeutralLawful Evil
0Neutral GoodTrue NeutralNeutral Evil
Chaotic GoodChaotic NeutralChaotic Evil

Incidentally, all alignment dice are Chaotic. Use them at your own risk.

[If you can't find Fudge dice at your favorite local game shop, they can be ordered direct from Grey Ghost Press, Inc. You can also advise your game shop that they can be ordered through Impressions Advertising.]

[What is Fudge? Learn more here.]

[Originally posted in Fudgery.net/fudgerylog on 7 April 2011.]

[See also "Random Alignment Generator 2".]

15 January 2013

Alignment Mania

Everyone has an alignment whether they like it or not. In some games, only three alignments are used: Nice, Wicked, and Questionable. There is a never-ending struggle between the forces of Niceness and Wickedness, and if you don't pick sides, then you are regarded by everyone as Questionable. But what do all these esoteric terms mean? Well...

Nice: Those of Nice alignment are polite, generous, and generally helpful. They are the sort of people you would introduce to your parents to win their approval.

Wicked: Those of Wicked alignment are rude, selfish, and generally a nuisance. They are the sort of people you would introduce to your parents to provoke their rage.

Questionable: Those of Questionable alignment are withdrawn, noncommittal, and generally overlooked. They are the sort of people you wouldn't bother to introduce to your parents.

In some games, three different alignments are used: Awful, Psychotic, and Dubious. There is a never-ending war being waged on the cosmic stage and in your own back yard between the Awful and the Psychotic, and those who stubbornly sit on the fence are Dubious. Let's define these terms, shall we?

Awful: Those of Awful alignment epitomize... something. They are Awfully... whatever it is they are. Sometimes they are self-described as Awesome.

Psychotic: Those of Psychotic alignment are unbalanced.

Dubious: Those of Dubious alignment are suspicious.

Some games are not content to have three alignments or three other alignments, so they combine and mix and multiply them into nine alignments, because that's preferable for tournament play. Let's see what they came up with...

Awful Nice: Creatures of this alignment are really quite pleasant. Some might argue they can be too pleasant to the extent that they may even "cramp" one's "style," but they are certainly reliably pleasant.

Psychotic Nice: This alignment really is too much of a good thing. Enough is enough! Sometimes people need some space!

Dubiously Nice: Being pleasant is one thing, but constantly doing it with a self-conscious sense of irony in order to appear "cool" or "hip" is blasé and won't even endear yourself to other hipsters.

Awful Questionable: No one can be as impressively stand-offish or intriguingly misanthropic as those fascinating individuals who embody the Awful Questionable alignment. Who are they? What are they doing here? What are their motives? Nobody knows!

Psychotic Questionable: What is wrong with Psychotic Questionable folks? Damned if I know, but I certainly don't want to find out. Just move along and don't make eye contact.

Dubiously Questionable: Those of Dubiously Questionable alignment simply cannot be trusted. See the way they enjoy spending time alone? See how they won't mingle or dance at parties? Have you ever noticed them reading a book in public? Hm...

Awful Wicked: Creatures of this alignment are Wicked with style. They may be Wicked, but even Nice people have to give them some credit. They are the villains you love to hate.

Psychotic Wicked: Just steer clear of any creature exhibiting Psychotic Wicked tendencies. Paying attention to them only encourages them. If you value, well, anything, just stay the heck away.

Dubiously Wicked: Really, being Dubiously Wicked is not as impressive as you think it sounds. The alignment should be changed to Poser. You're fooling no one. Get a life.

14 January 2013

Distilling Alignment

My search for a usable alignment system that doesn't make my eye twitch continues and is quite unrelated to any discussions that are occurring on any forum. (I don't currently read any fora.) Of the published role-playing games I've read, Lamentations of the Flame Princess has the alignment system I like the best, but it only really works for a specific sort of campaign. I am seeking an alignment system with rather more universal applicability. My first attempt was unsatisfying, although it produced some thought-provoking comments. My second attempt is closer to the mark, but is just shy of the target. This third attempt brings me full circle to the origins of the alignment system as a war game rule and its early use as a role-playing game rule for governing character actions and identifying character spirituality.

The terms "Law" and "Chaos" create a great deal of confusion when applied indiscriminately. In some literature, Law means Civilization, Enlightenment, Order, or Science, whereas Chaos means Wilderness, Darkness, Disorder, or Superstition. In a role-playing game, sometimes Law is degraded to law and order and Chaos is reduced to freedom and randomness. Obviously, law and order could just as easily be good or evil, and the same holds true for freedom and randomness. Advanced Dungeons & Dragons in its first edition attempted to clarify this with the ninefold alignment system, but did so at the expense of simplicity. The following system is an attempt to distill alignment to its essence so that it functions equally well in governing actions, identifying spirituality, and encouraging appropriate alliances. In this system, the tensions between regulation and liberty exist within each alignment.

Distilled Alignment System

Law: Those of a Lawful alignment strive to do what is right. At the very least, they try to cause no suffering. Ideally, they try to alleviate and prevent suffering. Pursuing justice and protecting the weak are also Lawful agendas. Synonymous with Good.

Chaos: Those of a Chaotic alignment pursue their own ends with little or no regard for what is right or any suffering that may result. Some even go out of their way to cause suffering. Pursuing power for its own sake and preying on the weak are also Chaotic agendas. Synonymous with Evil.

Neutrality: Those of a Neutral alignment choose not to align themselves with Law or Chaos. They tend to promote a balance of the two, but often prefer an absence of both. To be neither helpful nor harmful is their creed. Thwarting the perceived excesses of Law and Chaos or voluntary removal from their influence are Neutral agendas.

Indecision: Those of an Undecided alignment are unable to choose. There is no Undecided agenda unless it is to postpone making a decision.

Alignment is n/a (not applicable) for creatures of insufficient intelligence or awareness (such as golems, most animals, etc.).

Characters may choose an alignment or elect to be Undecided. Characters may opt to change their alignment if their actions (and their referee) support the change, and this may be done without penalty unless their class has alignment requirements.

Alignment languages do not exist, but personality traits indicative of one's alignment may sometimes be revealed by facial expressions, body language, word choice, or other behavior.

Spells, magic items, artifacts, and other phenomena may exist that are attuned to specific alignments.

13 January 2013

The Good, the Bad, Etc.

Whenever I contemplate alignment rules, I become more dissatisfied with the very concept of them. There is little to justify their existence outside of settings in which a dualistic cosmic struggle is affecting the universe (or at least the campaign world). Apart from the situations presented in the worldviews of Michael Moorcock, Poul Anderson, Zarathustra, and the like, what excuse is there for forcing all beings to align with Law, Chaos, or Neutrality?

Supposedly, the earliest presentation of the alignment system was in the pages of Chainmail wherein the various fantasy units were designated as Lawful, Chaotic, or Neutral in order to guide players as to which units would be willing to fight on the same side. In other words, it all boils down to Good Guys, Bad Guys, and all the rest. Does it really really matter what a unicorn's views on the nature of Law are? Is it of any consequence what an ogre's thoughts on the nature of Chaos are and where he fits into the scheme of things? In the end, unicorns and ogres don't work well together and the ogre will try to devour you. That's all that matters.

Let's translate the essence of that functional alignment system in role-playing terms. An adventurer who willingly allies himself with ogres is probably one of the Bad Guys. An adventuress who is permitted by a unicorn to ride it is probably one of the Good Guys. Is the adventurer comfortable or uncomfortable with the laws of society (whatever laws or society they may be)? Is the adventurer more concerned with the common welfare or self interest? Is he more of a Luke Skywalker or a Han Solo? It doesn't matter! You can be on the side of Good or you can be on the side of Bad. If you have trouble deciding you are Undecided. If you decide to choose neither, then you are actively Neutral.

One may split hairs about one person's evil being another person's good, but this is not about philosophy. This proto-alignment system is purely about identifying characters in a role-playing game as either Good Guys or Bad Guys from the point of view of the players (including the referee). There are no alignment languages; there are no magic items that can only be used by characters of Bad alignment; there are no spells to detect whether someone is Good or Bad. The proto-alignment system is strictly a meta-rule designed for the convenience of the referee and the players.

Good: Those of a Good alignment generally try to do the right thing. Some even dedicate their lives to it. Pursuing justice, protecting the innocent, and seeking to alleviate the suffering of others are three examples of a Good agenda.

Bad: Those of a Bad alignment pursue their own ends with little or no regard for any suffering that may result. Some even go out of their way to cause suffering.

Undecided: Those of an Undecided alignment are unable to commit themselves to actively pursuing a Good or Bad agenda.

Neutral: Those of a Neutral alignment are unwilling to support a Good or Bad agenda and prefer to promote a balance of the two if not an absence of both.

This proto-alignment system may be the one I finally choose. Even if I use the words Law and Chaos in place of Good and Bad, these will probably be the working definitions in effect in my old school games. Just so you know.

12 January 2013

Dual Threefold Alignment System

As much as I enjoy Dungeons & Dragons in its various old school incarnations, one concept I never fully understood nor embraced was that of alignments. I understand it in terms of the fantasy novels of Poul Anderson and Michael Moorcock, wherein the struggle between the forces of Law and Chaos are an important part of the setting, but the way it was presented in D&D, as a philosophical guide to personal conduct, has always seemed to me to be a poor fit. In the absence of an overarching cosmic war in one's campaign world, concerns of Law and Chaos seem even less plausible. In other words, I always felt that alignment rules were better suited to a game with a specific setting (such as Stormbringer) rather than an all-purpose fantasy game (such as D&D), especially if the latter emphasizes materialistic rather than mythic goals.

Perhaps it would be easier for me to accept alignments in the latter case if their names were less awe-inspiring and more descriptive of actual behavior. In terms of the threefold alignment system, perhaps the following would serve better:

Law-Abiding: Those of a Law-Abiding alignment tend to obey laws and promote orderly societies. When they disagree with a law, they prefer to change it from within the system if possible, or, if impossible, choose to organize resistance or migration.

Apathetic: Those of an Apathetic alignment are unconcerned about laws or the lack thereof. If laws exist, they will abide by them as long as it is convenient to do so. If they disagree with a law, they will ignore it if they can or abide by it if they must.

Criminal: Those of a Criminal alignment tend to disobey laws and promote disorderly societies. They will actively exploit, twist, or violate any law to achieve their personal goals. They disagree with laws in principle and perceive them as obstacles to their happiness.

Note that this alignment system is likely to be less static than the traditional Law-Neutrality-Chaos model. It is not uncommon for the Law-Abiding to grow Apathetic and it is not unknown for the Criminal to reform. There are no consequences for such alignment shifts other than the way a character is perceived by others.

It is possible for both alignment systems to exist in the same setting, of course, without resorting to the ninefold system. In a dual threefold system, all characters will be Law-Abiding, Apathetic, or Criminal in a social context, but only some will have a secondary alignment of Lawful, Neutral, or Chaotic in a metaphysical context. The secondary alignment only manifests if it is inherent (in the case of certain supernatural beings, for instance), professed as a faith (or an aspect of a faith), and/or pledged as an allegiance to a being representing that alignment. Thus the alignment options would be Law-Abiding, Apathetic, Criminal, Law-Abiding/Lawful, Apathetic/Neutral, and Criminal/Chaotic. Whereas the first three alignments would be fluid depending on the desires and behavior of a character, the last three alignments are as static as the traditional threefold system. Declaring Law, Neutrality, or Chaos has deep implications, and betraying that bond may result in loss of levels, loss of class abilities, and/or other severe penalties.

I'm not sure if I'll use this system, but it certainly makes it easier for me to understand and implement alignments.