Alignment typologies
''Dungeons & Dragons''
The original ''''Warhammer FRP''
'' Warhammer Fantasy Roleplay'' originally used a linear five-place system: Law – Good – Neutral – Evil – Chaos. In changes of alignment (for whatever reason) a character moved one place along to the next position (e.g.: a neutral character could move to good or evil but not to chaotic). In practice, the system was used to regulate reactions between characters of different alignments. In the newer edition, the concept of alignment (and the presence of Law as the antithesis of Chaos) has been discarded, with more emphasis on the personalities and unique natures of characters, rather than a linear alignment system.''Palladium''
''''Star Wars''
The alignments of the '' Wizards of the Coast Star Wars Roleplaying Game'' are limited to "light side" and "dark side", though there are variations within these. In the older West End Games version of the game, behaviour is controlled withOther mechanics for character motivation and ethics
''World of Darkness''
Characters in White Wolf's old '' World of Darkness'' (WoD) games have "Nature" and "Demeanour" characteristics that describe how the characters really are and how they behave superficially. The Nature and Demeanour are freeform, allowing players to create new types. Additionally, in White Wolf's '' Vampire: The Masquerade'' and derivatives (such as ''Ghouls: Fatal Addiction''), vampire and human characters may have a "Humanity" trait ranging from 0 to 10. The higher levels are the compassionate and humane while the lower levels are psychopathic (further enhanced by the predatory nature of the vampire psyche). The average non-magic human has a Humanity score of about 7 or 8. Other ''paths'' (moral philosophies) were created for vampire types. The path mechanic was sharply criticized for providing an "out" for gamers to avoid having to pay in-game penalties for actions which would exact them from a character on the humanity path. Kindred of the East provided a system for "dharmas" which superficially resembled path mechanics, but was meant to represent the character's mastery of an occult philosophy rather than to gauge its moral state. This has changed with the re-imagining of the ''World of Darkness'' setting. In the new editions of the White Wolf games (new ''World of Darkness'', '' Vampire: The Requiem'', '' Mage: The Awakening'', etc.), all characters have a morality trait ranked from 0 to 10, though what it is called varies from game to game, and what sorts of behaviour will raise or lower it depend on the character type as well (in ''Vampire: The Requiem'' it is still called ''humanity'' and is affected by the same behaviours). In addition to this, all characters have a ''virtue'' and a ''vice'' based upon the traditional seven of each, which represents their major (though not only) vice and virtue. This is intended to illustrate that even the very good are never perfect, although characters with a score closer to 10 will be much more capable of avoiding evil behaviour while characters of lower moral tone will begin to care less about such and simply revel in being wicked. Additionally, unlike ''Dungeons & Dragons'' in which every character is subject to at least a cursory moral classification, not all ''World of Darkness'' characters are subject to morality. Some beings, such as very old and very powerful Spirits (like the Idigam), or entities from the Abyss (like the Acamoth) are beyond manifest conception and thus are outside any measure of useful definition. Unlike the majority of other role-playing games, the World of Darkness "alignment" system is meant not to reflect philosophical convictions about 'right' and 'wrong', which are left entirely up to the creator of the character. Instead, they represent the generalities of the character's state of mind. Believing in or adhering to a certain set of abstract moralisms is not considered to be as strong a motivating factor as the concrete conditions of what a character's personality may bring them to do. While philosophical moralism may play a strong role in a character's thought, lifestyle, and development, these may be violated with only minor to moderate repercussions, depending on the situation, while striking out against a character's basic temperament carries strong psychological consequences, and the behaviour of comprehensively changing a character's disposition takes a great deal of time and diligence. This system was designed specifically by White Wolf in order to avoid having characters pigeonholed as stereotypical heroes and villains who are often driven by beliefs so strong they seem to be psychic imperatives. It was created with the goal in mind of enforcing the moral and ethical 'grey area' within which the World of Darkness setting as a whole resides, and generating focus around the struggle of each character throughout the Chronicle (WoD Campaign) to reconcile their personality with their beliefs and the situations which test them.''d20 Modern''
'' d20 Modern'' uses "allegiance", an ordered list of groups and ideals the character is aligned with, ranked in approximate order of increasing priority. Characters' allegiances determine a 'rule of thumb' for their reactions to situations, in that they will generally favour the interests or outlook of their highest allegiance, or their next where the first does not apply. This generally allows for snap-decisions on moral or ethical questions, in keeping with the rapid pace of gameplay.''DC Heroes''
'' DC Heroes'' from Mayfair Games (now known as MEGS, Mayfair Exponential Game System) used the characteristic "motivation" to describe a character's ethical behaviour. This is selected from a list divided into "heroic" (upholding the good, responsibility of power, seeking justice, thrill of adventure, and unwanted power) and "villainous" (mercenary, thrill seeker, psychopath, power lust, and nihilist). In the MEGS licensed game Blood of Heroes by Pulsar Games, a set of "anti-heroic" variations on some of the heroic and villainous motivations were presented, allowing characters to exist in moral and ethical gray areas. To enforce the motivations, players are awarded or deducted character points, which have various uses, depending on their actions. For instance, good characters are awarded points for good and heroic behaviour while evil behaviour can cost them.''GURPS''
'' GURPS'' uses "mental disadvantages" to model the personality of character ("good" and "evil" personality traits are disadvantages because they limit or impose behaviour). Mental disadvantages include ordinary personality traits (honest, curious, shy, bad temper), phobias ( scotophobia, triskaidekaphobia), mental illnesses (delusions, hallucinations, manic depression), and various self- or externally imposed behaviours (vow, code of honour, addiction). Characters gain extra development points by taking disadvantages, allowing them to buy more advantages and skills. However, only the extremes of behaviour are defined as strong disadvantages, while normal predilections and preferences are referred to as "quirks". Also, if a normally-disadvantageous personality trait is used for a character in a game where it would actually be advantageous, it is termed an advantage and costs points.''Unknown Armies''
Characters in '' Unknown Armies'' (UA) have "passions": specific stimuli that bring out certain behaviours and reflect the character's deepest personality traits. Every character has one "fear passion" that gives the character a bonus chance to escape a specific kind of frightening stimulus, one "rage passion" that helps the character lash out against a particular frustrating stimulus, and one "noble passion" that provides a bonus to selfless behaviour for the sake of some greater cause. Passions are invented freeform during character creation, but each fear passion is tied to one of the five types of psychological stress in UA: violence, helplessness, isolation, self, or the unnatural.Alternate methods
Some games have used other methods to encourage certain behaviours. For instance,References
External links
* {{DEFAULTSORT:Alignment (Role-Playing Games) Role-playing game terminology