Alignment in Role-Playing Games

Lords of Chaos

As I understand it, the concept of alignment that the original 1974 D&D (the first modern RPG) uses was inspired by the work of Michael Moorcock and Poul Anderson (both of whom you’ll find in Appendix N). In 1961 Moorcock published the first Elric story. Elric, as you know, was a champion of Chaos, thus serving the god Arioch. They struggled against the forces of Law.

Anderson’s novel Three Hearts and Three Lions was also published in 1961. (Expanded from his novella published in 1953, in Fantasy and Science Fiction magazine.) In this one we see the forces of Law (epitomized by Mankind’s civilization) struggling for supremacy against Chaos (in this case embodied by demons, faery, sorcery and the like – things you’d most likely encounter outside of civilization). Both stories depict an actual struggle between two different other-worldly forces for supremacy, and both forces are explicitly referred to by the names Law and Chaos. Each side has its gods to champion the struggle, and those gods make use of mortals to carry out the fight.

Holmes’ Basic Set from 1977. This is where the nine alignments first appeared.

1974’s D&D also added a Neutral stance between Law and Chaos. When the first “Basic Set” for D&D was released in 1977, authored by J Eric Holmes, Good and Evil were added to the mix. We ended up with nine different combinations of alignment, and it wasn’t too long before a whole D&D cosmology developed around the concept. And of course, that 1977 Basic Set was meant as a bridge to 1978’s Advanced D&D.

So players were required to choose an alignment for their characters, monsters each had a designated alignment, and so did NPCs and deities. Opposed alignments were hostile towards each other, usually resulting in massive fantasy-style battles. And it was glorious. Just like in the inspirational fiction.

Evil monsters actually radiate Evil. Alignments can be divined via a spell. Gygax cautions us that humans are different though. It can be hard to spy the evil a man nurtures within himself. In game terms, you had to be above a certain level before you radiated Good or Evil as a monster would. You had to work to achieve that status, to wallow in it, to deeply internalize it. Only then could your PC be as Evil as a Kobold or a Goblin.

See how big a step that was meant to be? How great a degree?

Clerics and Paladins were required to adhere strictly to the tenets of their alignment, or suffer loss of spells or abilities. Other characters would suffer to a lesser extent. The Dungeonmaster was advised to keep track of PC behavior. The first edition AD&D DMG spells out specific consequences for not following your alignment when it came time to advance in level. The DM must judge each character’s behavior versus their professed alignment, and assign a penalty to advancement accordingly.

So what do we get by having the alignment system in D&D? An added measure of setting background, and a role-playing challenge. In a world where the alignment forces overtly oppose each other and continually struggle for domination, how would society act? How would a player character act? Especially when faced with ambiguities? And what would be the consequences? This is all fodder for campaigns of epic proportion.

There is a similar battle in Fritz Leiber’s Big Time series. Two opposed sides, universal constants, that struggle for supremacy across time and space. They are beyond human comprehension. They both recruit “agents” or “soldiers” from the ranks of mortals to fight their battles for them. They are so far beyond our ability to understand that even their own agents refer to them as Spiders and Snakes. And there is no escape from the reality-bending consequences, not for those who are ignorant of the struggle, not even for those living in the past. History is constantly changing as a result of the war’s ebb and flow, as is the future. So both mind-bending, and reality-bending.

Certainly the D&D implied world includes the overall alignment wars and all that inherent baggage. But can you play RPGs without it? Certainly, and the concept may not even fit well with every setting. For instance, should there be a force of Chaos and a force of Law struggling beneath World War Two?

A-HA! Got you there! Three Hearts and Three Lions specifically has the alignment wars underlying our own World War Two. So I think you *can* implement it wherever you like. But I also think you can choose not to implement it in other cases. Just like you don’t have to have active, undeniably real deities in every genre of game, either. It’s a similar type of decision to make when world-building.

Warhammer

Can the alignment system be abused? Certainly, as can any other system in gaming. Can it be implemented poorly by a DM? Certainly, see above. But the use of the alignment system adds a whole level to D&D that most other games lack. (Obviously the games set in Moorcock’s worlds use the alignment struggle. So does Warhammer.)

But alignment has been watered down in contemporary D&D, and it’s not used in most other RPGs. There may be guidelines set up for player behavior though. Call of Cthulhu PCs are not supposed to be evil cultists, otherwise you have a very different game. Superheroes are usually played as adversaries to evil villains. Etc. If you have no objections to those restrictions on player behavior, it seems perplexing if you’d object to alignment in D&D.

But if you reduce D&D alignment to simply a “guideline” shorthand label that describes your character’s overall pattern of behavior, instead of the fundamental struggle of the universe, you’ve skinned the beast and are merely pantomiming. Without the underlying struggle that permeates reality, alignment becomes meaningless and empty. Of course we already know you can play RPGs without alignment, but alignment is one of the fundamental components of D&D’s 1974 identity. You might as well take out hit points and levels. Excising either component changes the game in equal measure.

In this grognard’s opinion, of course. New players can’t miss what they never had.

7 thoughts on “Alignment in Role-Playing Games

  1. Yeah. Mm. Good essay.

    Been playing (and running) AD&D lately, both WITH alignment and WITHOUT (the game I’m *playing* in hews to the Rules As Written…my own campaign excises alignment.

    I think the problem I’ve found with alignment is the way the whole thing has been bolluxed up over the years and iterations….like, within the first ten years or so.

    A cosmic struggle between Law and Chaos with pawns/minions of both sides? Good.
    Adding a third “neutral” side (i.e. “unaligned”)? Still good.

    Distinguishing between “good” Law and “evil” Law? That’s, um, okay.

    Distinguishing between “good” Chaos and “evil” Chaos? Um…”good” Chaos??? Maybe.

    Adding “pure” Law, Chaos, Good, and Evil (i.e. factions that ignore the other axes)? Um…evil for the sake of evil? Chaos for the sake of chaos? I can *kind of* see “neutral good” or “lawful neutral” but as an actual faction? Recruiting agents? Kind of iffy.

    Requiring everyone to have one of these nine alignments, equating them to personality types, having magical “alignment languages” that appear and disappear depending on factions, loses levels for alignment “violation” based on bad action (curtailing player agency)? No…all this begins to suck ass.

    I think the comparison of D&D to Call of Cthulhu is an “apples-to-oranges” one. The PREMISE of CoC is to investigate and combat evil cultists (with PCs that fall to insanity/evil being removed from the game). The PREMISE of D&D is to explore dungeons and find treasure. Alignment is an extra flavor/color shade…it’s not the main course.

    But this phrase:

    “the use of the alignment system adds a whole level to D&D that most other games lack”

    ALWAYS hits home for me. It adds a whole ‘nother level of mystic/supernatural to the D&D game.

    I rather hate the alignment system as implemented circa 1E (i.e. the nine alignment system)…which is why I excise it from my AD&D campaign. But I miss it…I *do* miss it. What I should PROBABLY do is simply adjust the alignment system to include ONLY the following:

    Chaotic Evil
    Lawful Evil
    Neutral (i.e. unaligned)
    True Neutral (i.e. Balanced)
    Lawful Neutral
    Neutral Good
    Lawful Good

    Which isn’t TERRIBLE…a seven-alignment system works with seven days of the week, etc. Very mystical. But should there be a Chaotic Neutral for the truly insane, random, and/or bizarre? Maybe.

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  2. I think the Good and Evil might be easier for some folks to understand than Law versus Chaos. I won’t argue that things get more complicated as you add up the possibilities to nine. I’m sure you’re aware that Gygax saw alignment languages as a game equivalent to Church Latin and Hebrew.

    Since they didn’t play up the “faction” element too often, I think it’s perfectly legit to acknowledge that sometimes LN sides with LE against LG, etc. Alliances are fluid. Much the way later interpretation said a deity would accept similar alignments for worshippers, but exact alignment matches for clerics.

    But when you say “curtailing player agency” I get twitchy. You get to define your character within the rules, then you play him as you like. That’s your agency. There are consequences for your actions, and that’s the DM’s job. Applies to alignment as much as it does to anything else.

    I agree with your point about D&D’s “explore the dungeon, get treasure” focus, and I’ve said the same thing. And it was certainly dominant in the beginning. But we had fun role-playing our characters too, and struggling with alignment morals, and thinking up wider aspirations such as those spelled out in the rule books: become a lord, build a tower, start a guild, found a church. All of that is far beyond dungeons & treasures. So no, I can’t agree with your “apples to oranges” statement. D&D’s premise expanded even pre-publication, and continued to evolve as the years rolled by.

    No one is obliged to put a strong focus on alignment in their D&D campaigns, and not everyone does. But at some point, in some incarnations, D&D play drifts so far from its origins that it’s a very different thing. Just as what today’s Trek fans think of when they hear “Star Trek” is lightyears removed from what I, a fan of 1960s Trek, think of. Are they all Star Trek? Well, there are an awful lot of features in common. But there are also a whole slew of differences, too. We each get to decide where to draw the line.

    I think part of the appeal of GMing a game that you love is that you get to run it to your preferences. Whereas when you’re simply a player in someone else’s game, you have less influence on what you get when you sit down at the table. I’m always compromising on my preferences when I sit in a Player chair. It was truly bliss back in the day, when everyone in my group agreed on every point.

    Now it’s time for my nap. Where’s my rocker?

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  3. How would you apply alignment to the English civil war? Or the Trojan War? Or Rome vs Carthage? Or Octavian vs Mark Anthony? Isn’t it actually just a dumb, reductive way to look at the complexity and subjectiveness of human behaviour?

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    1. Your comment comes off as antagonistic from where I’m sitting, although that might not be your intention. I didn’t create the concept, nor did I write any of the fiction or gaming materials over the sixty-plus years that scads of folks have enjoyed them, so why would it be my responsibility to defend four additional situations to you that you rapid-fire at me? Oh, and labeling something that I’ve said I find of value as “dumb” and “reductive” is, well, antagonistic. I’m sure you could’ve come up with a better way to state your opinion.

      I will nonetheless post a reply that assumes you don’t mean to be antagonistic, in the interest of polite discourse and giving you the benefit of the doubt. How would I apply alignment to (series of wars from history)? The source material, in my opinion, seems to reliably cast aggressors as agents of Chaos, with civilizations as agents of Law. As in the example of WWII from Poul Anderson. There’s nothing for me to add to the specific wars you mention.

      We’ll skip right over the pejoratives and address what I believe to be the underlying point: is the concept of alignment a simplification of reality? Of course. Gaming isn’t a graduate course, it’s a game, a light pastime. If you want to argue philosophy and compare manifestos that you write in-character, go right ahead, but that’s not the process the game was designed for. A game, or a piece of fiction, needs to have a set-up, action or progress, and a resolution, all in a rather shorter period of time than epochs of history span. We use shorthand in gaming and fiction so that we all quickly understand the references, and then we take the enjoyable journey that has been prepared for us. In a short span of time. Underlying struggles between actual tangible forces of “alignment” are merely an interesting conceit used as a component of the game (or fictional piece). It’s a simple dramatic tool to create an “us” versus “them.” Consider how a documentary is made. You shoot months’ worth of footage, you look for commonalities, you edit your points together into a natural progression, and you end up with a two-hour summary of the topic. While hundreds of hours go into the trash. If you’re looking for a few hours’ worth of entertainment, as opposed to playing out your three score and ten in real-time, you need to reduce the components to shorthand.

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      1. Oh, I’m just saying that alignment was never a valuable roleplaying feature, but I realize you’re not responsible for it! I can’t think of a single novel or movie that would be enhanced by labelling the characters according to alignment. It would be the equivalent of the old system of giving them white hats and black hats. If good stories can be told without it (and that applies to RPG stories too) and those too require shorthand — then why bother with it?

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  4. OK, glad to hear I was mistaken! But as to alignment, because good stories can be told without gods making an appearance, or without religion entering into it at all, or without politics, or without romance, or without patricide/fratricide ad nauseum, we don’t throw all of those elements out of our toolboxes! Once again, alignment orders the universe into an ongoing struggle between impersonal cosmic forces, and asks the populace of the game world to choose sides — or be assigned to a side without their input. It posits an overarching battle almost beyond comprehension. In fact, in Leiber’s The Big Time it literally IS beyond comprehension. You don’t have to play those stories, but it was part of the foundation of D&D, and its traces remain. Even watered down as they are. My post’s raison d’être is to point out what has been lost, and to suggest that more folks give it a try. Or a re-try, with a better understanding.

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