Alignment (role-playing games)
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In some role-playing games (RPGs), alignment is a categorization of the moral and
ethical Ethics or moral philosophy is a branch of philosophy that "involves systematizing, defending, and recommending concepts of right and wrong behavior".''Internet Encyclopedia of Philosophy'' The field of ethics, along with aesthetics, concerns ma ...
perspective of the player characters, non-player characters, monsters, and
societies A society is a group of individuals involved in persistent social interaction, or a large social group sharing the same spatial or social territory, typically subject to the same political authority and dominant cultural expectations. Societ ...
in the game. Not all role-playing games have such a system, and some narrativist role-players consider such a restriction on their characters' outlook on life to be overly constraining. However, some regard a concept of alignment to be essential to role-playing, since they regard role-playing as an exploration of the themes of good and evil. A basic distinction can be made between alignment typologies, based on one or more sets of systematic moral categories, and mechanics that either assign characters a degree of adherence to a single set of ethical characteristics or allow players to incorporate a wide range of motivations and personality characteristics into gameplay.


Alignment typologies


''Dungeons & Dragons''

The original ''
Dungeons & Dragons ''Dungeons & Dragons'' (commonly abbreviated as ''D&D'' or ''DnD'') is a fantasy tabletop role-playing game (RPG) originally designed by Gary Gygax and Dave Arneson. The game was first published in 1974 by Tactical Studies Rules, Inc. (TS ...
'' (D&D) game created a three-alignment system of law, neutrality and chaos. In ''
Advanced Dungeons & Dragons Several different editions of the '' Dungeons & Dragons'' (''D&D'') fantasy role-playing game have been produced since 1974. The current publisher of ''D&D'', Wizards of the Coast, produces new materials only for the most current edition of the ...
'', this became a two-dimensional grid, one axis of which measures a "moral" continuum between good and evil, and the other "ethical" between law and chaos, with a middle ground of "neutrality" on both axes for those who are indifferent, committed to balance, or lacking the capacity to judge. This system was retained more or less unchanged through the 2nd and 3rd editions of the game. By combining the two axes, any given character has one of nine possible alignments: Neutral in this scheme can be one of two versions: Neutral, those who have no interest in (or no ability to care about) the choice; or "True Neutral", meaning those who not only actively remain neutral but believe it is necessary to enforce the balance of the world on others, and would act in any required fashion to bring about that balance. According to
Ian Livingstone Sir Ian Livingstone (born 29 December 1949) is an English fantasy author and entrepreneur. Along with Steve Jackson, he is the co-founder of a series of role-playing gamebooks, ''Fighting Fantasy'', and the author of many books within that s ...
, alignment is "often criticized as being arbitrary and unreal, but... it works if played well and provides a useful structural framework on which not only characters but governments and worlds can be moulded." In the 4th edition of the game, the alignment system was simplified, reducing the number of alignments to five. The 5th edition of ''D&D'' returned to the previous two-axis system. However, it also decoupled alignment from most of the ''D&D'' game mechanics; instead, alignment in this edition is more of a flexible roleplaying guide.


''Warhammer FRP''

'' Warhammer Fantasy Roleplay'' originally used a linear five-place system: Law – Good – Neutral – Evil –
Chaos Chaos or CHAOS may refer to: Arts, entertainment and media Fictional elements * Chaos (''Kinnikuman'') * Chaos (''Sailor Moon'') * Chaos (''Sesame Park'') * Chaos (''Warhammer'') * Chaos, in ''Fabula Nova Crystallis Final Fantasy'' * Cha ...
. 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''

''
Palladium Palladium is a chemical element with the symbol Pd and atomic number 46. It is a rare and lustrous silvery-white metal discovered in 1803 by the English chemist William Hyde Wollaston. He named it after the asteroid Pallas, which was itself na ...
'' uses a system where alignments are described in detailed terms of how a character acts in a certain situation: whether they will lie, how much force they will use against innocents, how they view the law, and so on. The alignments are organized into three broad categories: Good, Selfish, and Evil. The seven core alignments are Principled (Good), Scrupulous (Good), Unprincipled (Selfish), Anarchist (Selfish), Aberrant (Evil), Miscreant (Evil), and Diabolic (Evil). An eighth alignment, Taoist, was introduced in the Mystic China supplement, but has not seen wide use. Each category contains answers to a set of questions on moral behaviours. For example, given the question "Would you keep a wallet full of cash you found?", most selfish or evil alignments would keep it, while most good alignments would seek to return the wallet to its owner. The categories are not organized into a pattern like Dungeons & Dragons. The system specifically does not include any sort of "neutral" alignment on the grounds that a neutral point of view is antithetical to the active role heroes and villains should play in a story.


''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 West End Games (WEG) was a company that made board, role-playing, and war games. It was founded by Daniel Scott Palter in 1974 in New York City, but later moved to Honesdale, Pennsylvania. Its product lines included ''Star Wars'', ''Paranoia'', ...
version of the game, behaviour is controlled with Force points which indicate one use of it per point. When using The Force for evil deeds, the character gains a Dark Side point which can accumulate and put the character at risk of being turned to the Dark Side, at which point the player loses control of their character. By contrast, heroic deeds using The Force allow the player to remove the point. In addition, using The Force at a dramatically appropriate moment, such as
Luke Skywalker Luke Skywalker is a fictional character and the protagonist of the original film trilogy of the ''Star Wars'' franchise created by George Lucas. Portrayed by Mark Hamill, Luke first appeared in ''Star Wars'' (1977), and he returned in ''The E ...
firing his proton torpedoes in the
Death Star The Death Star is a fictional space station and superweapon featured in the '' Star Wars'' space-opera franchise. Constructed by the autocratic Galactic Empire, the Death Star is capable of annihilating entire planets into rubble, and serves t ...
's exhaust port in the
Battle of Yavin Yavin (also known as "Yavin Prime", to distinguish it from its moons) is a fictional planet in the '' Star Wars'' galaxy. It first appeared in the 1977 film '' Star Wars'' and is depicted as a large red gas giant with an extensive satellite sys ...
, can have a multiplier effect on points.


Other mechanics for character motivation and ethics


''World of Darkness''

Characters in
White Wolf A white wolf or Arctic wolf is a mammal of the ''Canidae'' family and a subspecies of the gray wolf. It may also refer to: Organizations * White Wolf (band), a Canadian heavy metal band * White Wolf (band), white power oi band from the USA * Whi ...
's old ''
World of Darkness ''World of Darkness'' is a series of tabletop role-playing games, originally created by Mark Rein-Hagen for White Wolf Publishing. It began as an annual line of five games in 1991–1995, with '' Vampire: The Masquerade'', '' Werewolf: The Apoca ...
'' (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 ''Kindred of the East'' is a tabletop role-playing game book and game line released by White Wolf Publishing in February 1998 for use with their horror game ''Vampire: The Masquerade''. It is part of the ''World of Darkness'' series, and is the ...
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 The ''Generic Universal RolePlaying System'', or ''GURPS'', is a tabletop role-playing game system designed to allow for play in any game setting. It was created by Steve Jackson Games and first published in 1986 at a time when most such systems ...
'' 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 Triskaidekaphobia ( , ; ) is fear or avoidance of the number . It is also a reason for the fear of Friday the 13th, called ''paraskevidekatriaphobia'' () or ''friggatriskaidekaphobia'' (). The term was used as early as in 1910 by Isador Cori ...
), 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, superhero games like '' Marvel Super-Heroes'' and '' DC Heroes'' each have points that players could earn with heroic behaviour or lose with inappropriate actions. Given that these points could be used to improve their characters, or affect dice roll results in their favour, the players have an incentive to have their characters behave heroically and morally to earn them. The '' Star Wars'' RPG by
West End Games West End Games (WEG) was a company that made board, role-playing, and war games. It was founded by Daniel Scott Palter in 1974 in New York City, but later moved to Honesdale, Pennsylvania. Its product lines included ''Star Wars'', ''Paranoia'', ...
uses the rules governing the use of
the Force The Force is a metaphysical and ubiquitous power in the '' Star Wars'' fictional universe. "Force-sensitive" characters use the Force throughout the franchise. Heroes like the Jedi seek to "become one with the Force", matching their personal wil ...
for the same purpose.


References


External links

* {{DEFAULTSORT:Alignment (Role-Playing Games) Role-playing game terminology