by John Lees
-
| The Ramifications of Alignment (D&D) | - | Good | - | Front-End Alignments |
| Evil | - | Evil Player Characters | - | Evil Player Characters II |
| Dragon #60 | - | - | - | Dragon |
There is nothing confusing about the
purpose of character alignment in the
ADVANCED D&D®
game: to motivate
and guide the actions of a character. But
problems occur when a player tries to
actually use the alignment of a character
to help determine the character’s actions.
“Hmmm. Zarko is of alignment x;
so what the heck does that mean in this
situation?” The terse paragraphs in the
PH and the slightly longer
explanations in the DMG describe
9 distinctly different
alignments in broad terms, but overall
offer few details which players and their
characters can apply directly in situations
where alignment should, or could,
determine a character’s course of action.
Axiology, the study of moral and ethical
philosophy, is a complicated and
confusing pursuit even in the real world.
Moral philosophy is particularly slippery,
because the subject matter concerns beliefs,
which don’t “exist” in the same way
that trees or chairs exist. If I say, “I
believe
that thing there is a chair,” you can
attempt to convince me that it is really
only a packing crate by asking the opinions
of other people, showing me a picture
of a chair in a catalogue, and so
forth. The chair is an object in the world
of sensory perception, and can be objectively,
straightforwardly discussed by
many people.
On the other hand, if I say, “I believe
God is a cruel and just god,” you’re up
a
creek if you don’t agree with me. You
can’t even find a roomful of people (except
possibly in a church) who all have
the same definition of “god.” You can’t
show me a picture of a god in a catalogue.
Even if you show me the DEITIES
& DEMIGODS™
book and I point to a god
description and say, “There. I believe
in
that one,” you cannot be certain that
what I think in my mind about that god
is
what you think in your mind about that
god. And discussing what a third person
“really believes” is pure folly. A belief
is
not an object in the world of sensory
perception.
(Beliefs include ideas, feelings,
and emotions; all those fun things
that make bull sessions tend to be full
of
<bullshit>.)
A belief system is difficult to formalize.
Even more difficult is the task of convincing
someone else of the truth and validity
of your belief system. A belief system
cannot be objectively challenged.
If I
firmly believe that the world is carried
on
the back of a giant snail and is being
slowly buried in metaphysical slime,
there really isn’t anything you can do
to
change my mind, short of running me
through with a sword. (Note: Philosophers
frown on such crass forms of
discourse.)
Any time you deal with systems of belief,
you are treading on treacherous
ground. But treacherous ground can be
fun, so let’s have a go at defining a
framework for belief systems in the
AD&D™
game. Our major goal is twofold:
Make character alignment clearer and
more usable, and don’t make any substantial
changes in the AD&D
system.
1st off, let’s define a few terms (otherwise,
you won’t believe this is a philosophical
discussion). Three of the slipperiest
terms around are morality, ethics,
and laws, followed closely on the
slipperiness
scale by good and evil.
An ethic is a set of general-purpose
guidelines intended to help you decide
how to act in a wide range of situations.
Some familiar ethics are the physician’s
Hippocratic Oath, the
Golden Rule, and
the Ten Commandments. Ethics are usually
very short on particular details and
require some interpretation on the part
of the person trying to follow the ethic.
Hence the need for priests, clerics,
judges and the like, to smooth the way
for people who don’t have time to dwell
overlong on such problems.
An ethic is a guide to right action, but
it
is not an explanation of why those actions
are right. The Golden Rule, “Do
unto others as you would have them do
unto you,” is a prescription for how to
act, but says nothing about why you
should act in such a way. Philosophers
have devoted thousands of pages of argument
to attempting to prove that a
prescription as simple as the Golden
Rule is the best guide to right action.
A morality is a belief system that
leads
to the formation of a particular ethic,
or
tries to justify an existing ethic. To
a
large extent, the Bible is an attempt to
explain the belief system that gives rise
to Christian ethics such as the Ten
Commandments. Much of the past three
thousand years of philosophy has been
devoted, without success, to attempting
to find or create some form of universal
morality that is obviously implied by the
physical structure of the universe, or
at
least one a reasonable person could be
convinced of the existence of, purely
through intellectual argument.
A law is not a moral statement, because
a law does not provide reason or
justification for itself. A law is not
necessarily
an ethical statement, because there
may be no formal reason or justification
for the law. Often, laws are an attempt
to
spell out an ethic to a ridiculous, bureaucratic
extreme. As such, laws often
maintain only a tenuous connection with
the inspiring moral system (especially
since the lawmakers may not all agree
with that moral system), and laws have
little of the flexibility that allow more
generally stated ethics to remain viable
for centuries.
Laws derived from no obvious morality
and not part of a consistent ethic are
often perceived to be senseless and stupid,
and are rather difficult to enforce.
Often the situation degenerates to “might
makes right”; the state versus the individual.
Experiments through the centuries
with various legal systems have
shown that laws are a royal pain to everyone
except lawyers and judges.
The terms ethics, morality
and law are
neutral in connotation. Our culture tends
to link all three terms with “good,” but
there is no basis for this. A high priest
who rips out the hearts of animals and
offers them as tributes to his deity is
just
as moral, ethical, and lawful as a Southern
Baptist minister leading a revival. A
morality cannot be inherently “good” or
“evil,” since it is the morality itself
that
defines good and evil. Only from the
viewpoint of. some other morality can a
particular morality be good or evil. A
“moral person” is not a “good person” in
any universally absolute sense. You can
have a room full of people such that each
person believes him or herself to be
good and everyone else to be evil.
So what does all this have to do with
character alignment? Quite a lot. The
good-neutral-evil continuum is essentially
a moral one, and determines what kind
of ethic will guide a character’s actions.
You can think of this as motivation, if
you
wish.
GOOD
&& EVIL
There is a very general overriding
moral structure to the AD&D
universe.
As stated in the DMG,
Good: a character
of good alignment will generally
uphold another character’s
right
to life, liberty,
and the pursuit of happiness;
Evil: an evil
character doesn’t believe
that other characters
have rights;
Neutral: and
a
character of neutral
alignment (with respect
to good and evil)
doesn’t become
involved with such
considerations.
Once
your group has decided in what kind of
world it is adventuring, the DM should
decide on the prevailing moralities or
religions.
Keep firmly in mind that goodneutral-
evil alignment will mean slightly
different things, depending on which beliefs
or gods a character follows. The
DEITIES &
DEMIGODS Cyclopedia can
be of considerable help here.
The lawful-neutral-chaotic continuum
is slightly more complicated. A character’s
place on this continuum determines
how he or she interacts with other characters,
how readily he or she forms alliances,
joins groups, obeys laws, and
respects order — in contrast to the goodneutral-
evil continuum determining a
character’s motivations and reasons for
acting. A character’s lawful-neutral-chaotic
alignment comes close to what is
commonly meant by personality.
The rules of the AD&D game
concerning
character alignment are an attempt
to formalize something that has defied
formalization through centuries of studies
in moral philosophy. This is a good
place to reiterate that the AD&D
game is
a game, and its rules are quite insufficient
for real life. This article is trying to
give you a better feel for how to play
the
game, not how to live your life!
LAW
&& CHAOS
Lawful: A character of lawful alignment
puts
great importance on order and rules, and
is usually a member in good standing of
some group. (This group may not be
very large: a band of adventurers or a
thieves’ guild.) To the lawful character,
the group is more important than the individual
and the decisions of the group
take precedence over individual desires.
A lawful character will actively advocate
law and order and will attempt to convince
other characters to follow the tenets
of the group. A lawful character is a
good follower.
Neutral: The character aligned neutrally
with
respect to law and chaos might be more
properly called “independent” rather
than “neutral.” The independent, or
“inner directed,” character may observe
laws when necessary, but will certainly
not be an advocate of the desires of any
particular group. (This is not to say that
the independent character cannot be an
advocate of the teachings of a particular
morality; but if so, it is because the
character
believes strongly in the morality,
not because the morality has the support
of some group.) Although the independent
character will join a group in order to
achieve a particular end, he or she will
always attempt to avoid situations which
place constraints on her freedom of action.
The independent character does
not make a very reliable follower.
Chaotic: The chaotic character does
not pay
attention to laws and does not desire
order. A chaotic character will not join
a
group (agree to abide by the rules of the
group), but may possibly be found in a
group if the group just happens to be
going in the same direction, or if a group
is necessary to achieving some very limited
end. Example: If a chaotic character
needs to travel through a dangerous
forest, and a group of armed adventurers
also needs to travel through the forest,
the chaotic character will likely go along
with the group (if the group will tolerate
him or her), but that does not mean the
chaotic character has “joined” the group
in the same sense that a lawful fighter
joins the group. In such a group, the
chaotic character will be an obvious misfit.
The chaotic character makes a lousy
follower.
Once again it must be stressed that
law and order have no direct correlation
with good and evil. A thoroughly rotten,
nasty, evil character can still be a loyal,
obedient member of a group. A champion
of creature rights and all that is good
may not get along with anyone and may
actively avoid group membership.
Now let’s go through the nine alignment
combinations and show how this
approach at defining them makes them
clearer:
Lawful good: Respects
law and order
and is willing to suffer limitations on
individual
freedom for the benefit of the
group. Puts moral principles before material
considerations. The lawful good
character will be a very faithful member
of the group, but if the laws of the group
clash with the ethics dictated by his or
her moral alignment, the character will
probably leave that group and look for
a
group more closely aligned with his or
her ethics. The lawful good character is
an active advocate of his or her beliefs.
(PH)
(DMG)
Lawful neutral:
Respects the laws and
customs of the group, but does not necessarily
consider creature rights to be
the highest good. Because the lawful
neutral character is not too concerned
with questions of morality, he or she will
be a more faithful group member and a
more loyal follower of his or her alignment
than any differently aligned character.
The lawful neutral character is an
advocate of law and order.
(PH)
(DMG)
Lawful evil: Respects
the laws of the
group, as long as those laws do not clash
with his or her evil moral alignment. This
is not quite as much of a problem as it
is
for the lawful good character, since “evil”
is not as well defined as “good.” The
lawful evil character is an active “advocate”
of evil, although not in quite the
same sense that a lawful good character
is an advocate of good. In the AD&D
structure, “evil” is most easily defined
as
“anti-good,” so a lawful evil character’s
advocacy of evil takes the form of opposing
good at every opportunity.
(PH)
(DMG)
Neutral (independent)
good: Often
goes along with the laws and desires of
the group as being the easiest course of
action, but ethical considerations clearly
have top priority. May pursue quite abstract
goals. Often aloof and difficult to
understand.
(PH)
(DMG)
Neutral (independent)
neutral (true
neutral): Not actively for or against
anything.
Uses whatever means are necessary
to maintain a situation to his or her
benefit. Has his or her own reasons for
doing everything. Usually difficult to
understand.
(PH)
(DMG)
Neutral (independent)
evil: Puts self-
interest before all else. Will only cooperate
when material rewards are high. Untrustworthy;
has contempt or fear for all
others.
(PH)
(DMG)
Chaotic good: Unwilling
to be governed
by the laws and desires of any
group. Interacts with other characters
on a one-to-one basis and, within such
bounds, follows the good ethic of upholding
creature rights. The stereotypical
chaotic good character is the white
knight who refuses to join any group and
goes about on his own, doing good.
(PH)
(DMG)
Chaotic neutral:
The almost totally
unpredictable non-conformist loner. Will
stand by and watch the white knight battle
the black knight without feeling compelled
to take sides.
(PH)
(DMG)
Chaotic evil: Actively
opposes law,
order, good, and all other sissy constraints
on doing whatever he or she
feels like doing. The stereotypical chaotic
evil character is the black knight,
roaming around on his own, looking for
something nasty to do.
(PH)
(DMG)
Of course, there are gradations between
alignments. Few characters are
likely to be pure: A character of predominantly
neutral moral alignment may lean
toward good, for instance. Also, character
alignment is not an absolute prescription
for the actions of a character, any
more than “being a good Christian”
completely describes the actions of a
real person. There will be lapses in behavior
that might be more proper of a
different alignment, ill-considered actions
in the heat of emotion, actions influenced
by some very charismatic character
of a different alignment, etc. But if
there occur many and frequent deviations
from actions appropriate to a character’s
stated alignment, the DM will
probably (and properly) declare the
character’s alignment to have changed.
It is an unstated assumption that most
characters act in their own self-interest
to some degree; i.e., are not suicidal.
A
lawful good character may sacrifice oneself
for the greater good, but will not do
so lightly. A chaotic character will cooperate
enough to aid that individual’s
goals and protect his or her own hide.
The Character Alignment
Graph in the
PH continues to make
sense with these clarified definitions.
It
is even easier to understand how a lawful
evil character tends toward the diabolic,
a chaotic evil character toward the demonaic,
a lawful good character toward
the saintly, and a chaotic good character
toward the beatific. Also, the outer planes
continue to bear a meaningful relation
to
character alignment. This slightly different
approach to alignments clarifies the
distinctions between them while not significantly
changing the way in which the
AD&D game is played.
THE FORUM
The debate about character
alignment of late
has driven me to give my
thoughts on the subject.
In the
original edition of the D&D® game, all
characters were told that
"it is not only necessary
to select a role, but it
is also necessary to determine
what stance the character
will take." To the
new hobby of fantasy role-playing,
character
alignment was an important
concept. Not only
did it state what the imaginary
player character
believed, but it also served
to help the player to
better take on the role of
his or her persona.
In later supplements of the
original rules set,
alignment was taken a step
farther. It was used as
a means (along with ability
scores) to determine
whether or not a PC was eligible
for one of the
more specialized (and often
more powerful) subclasses.
In this way, alignment was
a tool used by
both the players and the
Dungeon Master to
relate to the characters?
beliefs, ways of acting,
and to restrict entrance
into certain sub-classes.
It has been eleven years since
the original D&D
game appeared. While many
of the ideas found in
those little brown booklets
and supplements were
expanded and revised for
inclusion in the AD&D
game, alignment was not one
of them. Even
though the number of possible
alignments has
been tripled and more detailed
descriptions of
each ethos given, they are
used as little more than
tools for the players and
Dungeon Master, in
much the same way as was
done over a decade
ago.
My belief is that alignment
should be used to
restrict entrance into certain
character classes and
to determine how a player
character will act in
most circumstances. For example,
an assassin, no
matter how evil or chaotic
he or she may be,
would not attack the first
group of good and/or
neutral adventurers sighted
simply because of
their conflicting alignments.
The assassin character
class as written is composed
of very intelligent
individuals who make a living
by killing those
individuals who are deemed
?troublesome? by
the assassin's employer.
Being as intelligent as he
is, an assassin would know
when a particular job
was over his head. Intelligence,
not only alignment,
should dictate how a character
reacts to
certain situations. Similarly,
paladins do not
charge the first demon prince
they see, even
though such a creature is
diametrically opposed
in its beliefs and actions.
Thus, alignment has been around
with fantasy
role-playing games too long
simply to be forgotten.
It is still an integral part
of the game. Alignment,
like other aspects of the
game, needs only
to be restructured in order
to once again take its
place of importance among
the minds of players
and their fantasy personae.
Remember that all
that needs to be done is
use your head!
James Maliszewski
Baltimore, Md.
(Dragon
#105)
Regarding Paul Griffins comments
in issue
#118
about the restrictive nature of alignments,
I find myself in partial
agreement with his
sentiments. However, I take
exception to his
comment that none of the
alignments given
allow a player character
?to do good deeds
when he wants to and sometimes
do bad deeds
in order to survive.? I can
quickly point to
neutrality as an alignment
that does allow
such behavior and, in some
ways, even encourages
it.
If alignment (as presented
in both the Players
Handbook
and DMG) is properly played
and
adjudicated, most characters
would eventually
wind up in the section of
alignment graphed as
neutral or in the sections
graphed as lawful or
chaotic neutral.
The DM?s part in this alignment
migration is
simple, as is the player?s:
Just let what happens,
happen. When a PC does a
?bad? (i.e., evil)
action, his alignment moves
along the graph
toward evil; when the PC
performs a ?good? act,
it balances out the bad,
and an equilibrium is
achieved at the graph equivalent
to neutral.
Robert Waldbauer
Delavan WI
(Dragon
#121)
I’ve been playing the AD&D
game solidly for
over five years, and the
problem that has
plagued me the most concerns
deviations of
alignment. Too long have
I seen “lawful-good”
rangers threaten their party
with arrows of
slaying, “good” clerics who
refuse to heal their
compatriots, and paladins
who sit and watch
thieves torture peasants.
Worse yet, these deviations
seem to go unpunished.
I have known otherwise excellent
Dungeon Masters who look
away when characters
totally disregard their alignment.
When you
think about it, this is both
senseless and unacceptable,
especially where clerics
are concerned.
How would Thor
feel if one of his
clerics decided to bribe
his way out of a battle?
How would Tyr
react to seeing a priest pilfering
from the innocent? Repercussion
from the gods
is inevitable. The DM should
feel free to strip
the offending cleric of a
few spells until he
repents.
Clerics are certainly not
the only ones whose
alignments should haunt them.
The DM should
put his foot down on any
PC who severely
deviates from his alignment,
and I don’t just
mean a slap on the wrist.
Saying “You can’t do
that!” will not solve the
problem, because the
rebellious player will say
“It’s my character! I
can do what I want!” If you
really need to get
the message across, put the
PC on a quest to
further the ends of his alignment
and teach him
a lesson not to disobey the
principles of his
alignment.
Chris Patterson
Welland, Ontario
(Dragon
#122)
It seems that over the past
several years a
considerable number of people
have, in various
ways, attempted to explain
or justify why player
characters in the AD&D
game system should be
of good alignment. There
has never been, in my
estimation, a soundly stated
and supported
argument why players should
be limited to
having characters of certain
alignments. While I
realize that this philosophy
has not been presented
as a hard-and-fast rule,
it has been subtly
and sometimes not so subtly
ingrained into the
game system itself.
I am not advocating the wholesale
embrace of
the evil alignments in any
way. I do, however,
see the enjoyment that can
at times come from
playing such characters.
There is an inherent
challenge in playing an assassin
character well,
and we all realize that the
assassin is by definition
an evil character due to
his disregard for
life. However, the definition
of evil in the AD&D
game system may be the problem,
and not the
playing of evil characters,
If you are playing a character
who exists in a
culture that views only humans
as worthy of
respect and sees all other
races as beneath
humanity and its privileges,
then the assassination
of a nonhuman being, within
that culture,
would not be viewed as an
evil action. Try
looking at the question of
Good and Evil from
and cultural perspective,
not merely the
modern American view. In
this instance take
the Druidic and Celtic cultural
perspective in
which all things form necessary
portions of the
integrated and balanced whole.
Now add to this
the fact that if the beings
presented in the
Monster
Manual who possess alignment and
are native to the Prime Material
Plane are
broken into good and evil
camps, almost twothirds
of them are of one evil alignment
or
another. You are thereby
presented with an
interesting imbalance. If
you look at the whole
question of alignment and
why player characters
should be of a good alignment,
the argument
that they are needed on the
Prime
Material Plane to help in
the maintenance of the
balance is probably as close
to a rational reason
as one can produce in a fantasy
construct.
Think about it!
The main point to this letter
is not that the
playing of evil characters
by the AD&D game
player is either appropriate
or inappropriate,
but rather that this question
should be decided
on a case by case basis according
to a great
number of factor only two
of which (culture
and alignment view) are even
touches upon in
this letter. My characters
run in a culture loosely
based on the Celtic culture
of Europe prior to
the first century, with the
game rules and
system added to make what
I think is a coherent
cultural setting. In that
culture, the assassination
of people from other lands
and even other
clans is not viewed as evil
by the culture or the
clerics (most of whom are
druids). This setting
may not be to the liking
of all who play the
game, but we like it, and
it is both consistent
and coherent. Have fun with
your own camppaigns!
Robert Montgomery
Roswell GA
(Dragon
#122)
Most of what has been written
about the nine
alignments of the AD&D
game universe is quite
arcane. It?s time to state
clearly what alignment
means in terms of character
behavior. Let me
share what has worked for
my group.
When we speak of our own neighbors
as
?good,? ?bad,? ?living a
chaotic life,? ?an organization
type team-player,? etc.,
we are describing
the way they feel about whatever
they do. It?s
surely the same in the worlds
of fantasy. Good
people are those who are
proud to do some
kind and generous deeds.
Evil people are proud
of how much they hate someone
or something.
Lawful types are those who
take special pride in
their ability to carry out
orders in doing what
they believe is important.
Chaotics are capricious
loners. Yet all these types
can work together
? just as they do in our
world.
Too often, I?ve heard a ?true-neutral?
player
from another campaign say,
?I guess I just did a
good deed, so I must now
do an evil deed to
balance it.? This is silly.
Guidelines for alignment
behavior should be clear
and concise without
adding metaphysics. Here
are my suggestions:
Good characters deviate from
their alignments
by using poison, causing
unnecessary suffering,
or failing to give what help
they can to the poor,
the sick, and the oppressed.
Evil characters
deviate from their alignment
by showing pity
(except in cunning self-interest,
of course).
Characters who are neither
good nor evil may
act in their own interest,
although acts of great
kindness or cruelty are uncharacteristic.
Lawful characters are always
identified with
some organization. They deviate
from their
alignments by doing anything
that is clearly
contrary to the organization?s
interests. Lawfulgood
characters typically work
for the lawfulgood
churches ? those governing
by consent of
the governed, the underground
resistance
against the evil ruler, etc.
Lawful-neutral characters
are champions of the fighters?
union, the
big corporation, the mafia,
the thieves? guild, the
karate society, the ?one
true church,? the police
state, etc. Lawful-evil characters
devote their
lives to serving the secret
racist society, the
cruel dictator, etc.
Chaotic characters deviate
from their alignment
by joining any of these lawful
organizations
(except as infiltrators,
of course).
Characters who are neither
lawful nor chaotic
may support organizations
or not as seems best,
but they are unlikely to
be chosen for higher
offices. True neutrals deviate
from their alignment
only when they worry about
the morals
and ethics of particular
actions.
One of my friends has developed
a code of
conduct for the adventurers
whom he sponsors,
to which members of all alignments
can easily
subscribe. The PCs are licensed
to kill living
creatures only under certain
circumstances.
They may kill persons encountered
only if the
persons are bad enough to
radiate evil (if this is
consistent with other evidence
of evil behavior).
For instance, a name-level
evil cleric will radiate
slight evil. In other instances,
PCs may kill
persons who are doing obvious
evil and cannot
be safely apprehended ? especially
when
attempting to negotiate would
be unsafe or has
already failed. They may
kill persons who are
wanted, dead or alive, by
lawful-good, lawfulneutral,
lawful-evil, or neutral-good
rulers. They
may kill monsters that are
normally evil-aligned,
if there is no reason to
think the particular
monster is any exception.
They may kill neutral
monsters that pose real dangers
to humans and
demi-humans. Undead and dangerous
non-living
monsters may always be attacked.
There is a
100% experience-point bonus
for bringing such
creatures back alive for
trial (criminals) or for
scientific study (monsters).
Conversely, there are
no experience points awarded
for killing avoidable,
non-evil monsters. (If PCs
blunder into a
trap containing a purple
worm, they can expect
to gain nothing.) Fighters
are also expected to
serve in the national guard,
clerics to help
decent creatures in need,
magic-users to offer
academic services, and thieves
to serve as
security consultants. In
exchange, a major NPC
equips beginners at his expense
and gives free
clerical spells between adventures.
Evil characters
could easily subscribe because
of the many
selfish advantages this arrangement
offers.
Lawful adventurers can expect
to be offered
positions of responsibility
in the government
when they reach higher levels.
I?ve required
chaotic adventurers to roll
their charisma or
less on 1d20 before each
adventure or end up in
jail ?for having done something.?
The jail, never
keyed, is positively escape-proof.
Terms of
release are negotiable and
usually involve
accepting a quest to undertake
the session?s
adventure. (This does no
one any harm, and
players like it ? I have
the jailed chaotics tell
the rest of the group what
they think their
character probably did.)
I believe that the real magic
in our own mysterious
universe works for good,
and I hope that
it is the same in fantasy
worlds. I especially
hope that levels are never
lost by an evil character
for deserting evil, nor by
any character for
becoming good. As Oriental
Adventures hints,
there are rehabilitated neutral-good
and chaotic-good
thieves
and assassins who progress in their
profession as adventurers.
(Lawful thieves have
always been rare, but one
could nonetheless be
lawful good.)
Let me urge that no DM ever
inflict an involuntary
alignment change on a beloved
PC.
Physical violence is part
of the game, but violence
to one?s convictions is unacceptable.
Rather, allow the good character
who tries on
the helm of opposite alignment
to be teleported
alive to his or her alignment
plane and replaced
by an imposter, thus returning
at the imposter?s
death at the hands of the
party.
My experience has been such
that if characters
start fighting among themselves
(due to
?alignment hatred,? or any
other cause), it tells
the DM that he is not doing
the job of presenting
interesting opponents and
obstacles. The
real fun of any AD&D
game is running characters
with radically different
skills, all working
together to achieve a common
goal. The characters
? outlooks on life can differ
too, without
their having to be involved
in open conflict. I?m
glad things work out this
way in our own
world, too.
Ed Friedlander
Johnson City TN
(Dragon
#126)
I would like to respond to
Ed Friedlander's
suggestion in issue #126
that chaotic-aligned
characters be regularly and
arbitrarily placed in
jail to provide a reason
for adventuring. He
claims the players like this.
His players may like
it, but I believe many players
prefer to control
their characters actions.
The DM has no right to
force a character to commit
a crime. The situation
may arise, but only in role-playing
or by
agreement.
Stephen C. Paylor
Towson MD
(Dragon
#129)
In response to comments by
Paul Griffin and
Robert Waldbauer on the issue
of alignment
flexibility, I propose that
a new alignment be
created in order to resolve
the problem of
overly restrictive alignments.
The new alignment would be
called "false-neutral"
and would hold the precept
that, with
all things being equal, the
forces of good, evil,
law, and chaos exist only
in the minds of individuals
and do not actually form
a balance of
power in the universe. The
false-neutral character
believes that nothing is
ever "meant to be,?
and that there are no driving
forces which tend
to either support or disrupt
the cosmic balance.
The false-neutral character
may believe that
there are gods and other
divine beings, but
would not actually worship
them or follow their
creeds, because such deities
exist only to
serve their own interests
and purposes.
The false-neutral alignment
would be the
antithesis of the true-neutral
alignment, because
its beliefs are diametrically
opposed to those of
true neutrality. DMs
may rule that a false-neutral
person cannot be resurrected
after
death because such a person
does not have a
plane of alignment as such,
but may also rule
that the soul or spirit of
the false-neutral person
goes to an extraplanar void
which exists outside
the other planes of the multiverse,
and may be
recalled back to a waiting
body as normal.
Such an alignment would free
individuals to
perform actions which are
deemed desirable at
the time, without having
to defy the principles
of a religion or deity.
Tim Jensen
Cross Plains WI
(Dragon
#127)
I am writing concerning the
topic of alignments
in the AD&D game.
I feel that not only
are evil characters going
to lose status in the
AD&D 2nd Edition game,
but that they are
already inferior. Sure, there
are assassins,
poisons, and reversed clerical
spells, but there
are paladins, healing, and
magical items of holy
power. How many +5 un holy
avengers do you
know of? A party with any
evil character is
probably not going to be
favored by any good
or even neutral cleric, and
a party cannot live
on potions of healing alone.
(This brings up the
role of the cleric as a battle
medic, but that is
another matter altogether.)
The character
classes open to evil characters
are also limited
by the exclusion of rangers,
druids, and paladins;
level for level, they are
as powerful (if not
moreso) than any assassin
I know of..
Next, the complaint that most
of the monsters
in the game are evil makes
no sense whatsoever.
This is so for a very simple
reason, and that is
that evil monsters are by
far the most versatile.
If you have a party of good
or even neutral
characters, it is going to
fight evil by virtue of
alignment. However, if you
have an evil party, it
will fight your monsters
because of the nature
of evil. If you were to have
a majority of good
monsters, good parties would
be out of luck,
and you might as well call
it the ?Friend Folio?
instead of FIEND
FOLIO® tome.
K. B. LaBaw
Ridgecrest CA
(Dragon
#143)
In issue #138, Sean
Jump complains that the
rules favor good-aligned
PCs over those with an
evil alignment. As the AD&D
game and RPGs in
general have grown from relative
obscurity by
serving the merest fringes
of society, blossoming
into the recreational giants
they now are, they
have drawn a lot of fire
from many different
groups. TSR, Inc., in an
effort to stem some of
the criticism aimed at it
(as the producer of the
most widely played RPG) has
made certain
changes in the wording and
balancing of the
AD&D game rules. One
such change was the
balancing of the scales against
evil-aligned
characters.
I have been a player for quite
a few years
now in a campaign that we
simply refer to as
?the evils,? because all
of the player characters
are of one evil alignment
or another. I play an
evil paladin who suffers
none of the penalties
described in the AD&D
game volumes, and let
me assure you, he?s no pansy!
I created this
character with the campaign?s
DM by changing
the rules to allow greater
excitement and a type
of fun that this sort of
game variant allows. It
has certainly been no cakewalk
for my antipaladin,
but it sure has been a barrel
of laughs!
Granted, I would never dream
of bringing this
player into another DM?s
campaign or to a
tournament, but then again,
who cares? I can
always start a new character!
So Sean, if you
really want to play an evil
character, my advice
is to go ahead, but some
of the most powerful
creatures in gaming will
be out to turn you
from your evil ways, one
way or another.
John C. Tiedemann
Baldwin NY
(Dragon
#143)
I have just finished last
month’s issue and am
forced to respond to the
battle that continues to
be debated in “Forum.” I
am not talking about
the struggle between Good
and Evil, but rather
the struggle about Good and
Evil.
I have been reading DRAGON
Magazine for
six years now, and I have
played role-playing
games of all types for the
same amount of time.
It still amazes me how many
people write in and
voice objections to those
who play evil characters
in the AD&D game.
Now, don’t get me wrong. I
am not a psychologist,
and I don’t pretend to be
an authority on
role-playing, I also do not
worship Satan, beat
my dog, abuse my girlfriend,
take drugs, or
have a criminal record. However,
according to
some people who have written
in to “Forum,” if I
play an evil character in
a game, I might as well
be in any or all of those
categories.
Some people suggest that the
choosing of an
evil character is actually
linked to the person’s
subconscious personality,
and any evil acts his
character commits during
the course of the
game will therefore be possible
in his real-life
personality as well. I say,
“Dragon <shit>!”
Is the actor who portrays
a mass murderer in
a film then considered psychotic
himself? Is the
person who wrote the script
automatically a
bloodthirsty madman?
I have played evil characters
and good characters
in equal proportions over
my experience as
an RPG enthusiast. The flavor
of the game came
from successful role-playing
of the character I
chose, not from slaying innocent
townsfolk or
sacrificing victims to an
evil deity.
The whole reason for the success
of the
AD&D game (and others
like it) is singularly
based on role-playing. Good
and Evil within the
constraints of the game make
no difference. A
lawful-good paladin is just
as removed from my
personality as a chaotic-evil
assassin. I find it
difficult to believe that
average people of the
sort that play the AD&D
game could aspire to
either of these extremes
in the real world.
I choose to play these characters
to experience
a different personality,
to role-play, not
because I have a desire to
seek out and destroy
all Evil in the world or
to become the Dark Lord
himself. My characters may
have these ambitions,
but these characters are
pieces of paper. I
play the AD&D game, like
many gamers, as a
hobby and a release. (I would
also like to add
that I am just as mentally
stable now as I was
before I played the AD&D
game regularly.)
It has also been said that
the AD&D game was
created to preserve the struggle
between Good
vs. Evil, with Good always
being the victor. This
is totally inaccurate. The
fact that there is an
assassin character in the
game shows that it was
not created for the Good
only.
This whole suffocating attitude
borders on
paranoia. I believe it was
this fear that caused
the controversy a few years
back about the
AD&D game as a whole.
One girl I talked to
during this time said to
me, “You play that?
That’s an evil game.” She
obviously knew nothing
about the AD&D game.
I am assuming,
however, that most people
who write in about
this subject do. I would
expect then, that they
realize that it is only a
game, and its purpose is
to role-play. Though I take
the game itself very
seriously, it is fantasy.
It is not reality.
Michael J. Natale
Westborough MA
(Dragon
#152)
I am
a DM running a campaign with four PCs
between
levels 4 and 7. By starting with the
module
N4
Treasure Hunt, I have solved the
problem
of alignment. This module starts with
the
players as zero-level civilians with no set
alignment
or class. As the players go through
the
module, the DM keeps track of their PCs?
actions.
At the end of the module, the characters
are
declared 1st level, with the alignment
and
class that they acted most like. The characters
almost
never end up acting out of alignment
after
this, and it can be seen how the
party
works together with a variety of alignments
within
it.
Also
responding to the anonymous letter in
issue
#152 about the ineffectuality of castles in a
campaign
featuring magic and flying creatures,
I agree.
But I would like to point out that rather
than
abolishing castles, this situation just
changes
the way in which castles are built. The
Tower
of the High Clerist, in DRAGONLANCE
module
DL8
Dragons of War, is a good example
of
this. Almost fully roofed and magic resistant,
it
is highly defensible and protected. If this is
not
enough, the entire place is designed to stand
even
if every gate in the place is breached. It is
a vast
maze with huge numbers of magical and
mundane
traps and tricks. A small number of
knights
who knew the place could easily protect
it
against huge armies.
James
Wise
Schenectady
NY
(Dragon
#155)
I am
writing in regard to Dan Humphries'
letter
in issue #152. As a DM of seven years, I
find
that players should be allowed to have evil
PCs
if they want. In fact, I am for abolishing the
alignment
system altogether because it limits
characters
too much, The players should just
describe
their characters? personalities. If they
say
their PCs are brave, daring, and follow the
law,
then have their PCs kill other characters?
don?t
stop the game. You should kill those PCs
by
giving each monster fighting them 10 more
hit
points or something like that. Of course, a
character
who plays a paladin cannot say his PC
is
selfish and greedy.
One
of my most successful adventures was
meant
to turn people away from being greedy?
the
main cause of cheap characters. The adventure
ended
with one of the PCs killing the other
over
a pair of high-hard (instead of high-soft)
boots.
Both players had fun.
About
people saying that the AD&D game is
an
evil thing to play and makes people evil: I
haven?t
heard much about this lately. If AD&D
games
make people Satanists, and if someone
can
get hard facts to prove it, then good for
them.
I believe everyone is entitled to his
opinion.
While
I am writing this, I would like to say
some
things about the druid class and some
changes
I propose. If you keep it the way it is,
the
name should be changed from ?the Hierophant
Druid?
to "The Hypocrite Druid." One
major
change is that druids should not be allowed
to
wear armor. This is because all armor
has
metal (which ruins druids? spells) or leather.
Leather
is made from cow hide. Druids would
not
want to kill a cow just to get armor! Small
wooden
shields should not be allowed, either.
Instead,
I believe that at the 3rd level, the ceremony
spell
should be extended to include hallowed
tree,
which allows the druid (or an
armorer,
if the druid does not have that nonweapon
proficiency)
to make a small wooden
shield
that will allow the druid?s shield to block
five
attacks instead of one (with a - 1 to armor
class
as usual).
Larry
Lidz
Bala
Cynwyd PA
(Dragon
#155)
When
I wrote "The Goals of the Gods" (issue
#153)
I hadn?t yet been exposed to the AD&D
game
and its alignment system. Since then. I?ve
learned
that the AD&D system is intelligent and
attractive,
and it offers a good basis for roleplaying.
Unfortunately, the system isn't always played
as well as it was designed. This is why an article
such as Tom Littles "Your Place in the
Grand
Scheme" (issue #153) is so valuable.
With the
play of alignments in a campaign too often
misunderstood, extended guidelines such as
Tom's are vital.
This is why I?d like to plead for more extended
guidelines on alignment?an article or column?s
worth. No, I?m not offering myself as the author
of the piece. This will require someone who has
more experience in AD&D games than I do. But
I will tell you what I?d like to see: Specific examples
of what the alignments mean in a practical
sense. Specific, because ethics (which is what
we mean when we say ?alignment?) are no use
to role-players on a theoretical level. We need to
know exactly what?s expected of a given alignment
in a typical situation. Not long ago, in a
back issue of DRAGON Magazine [issue #51], I
read Roger Moore?s account of an adventure
in
which a paladin first saved a dryad,
then
punched her in the nose when she tried to
ensnare one of his companions. The DM penalized
him for such a seemingly chaotic act, then
later decided that he shouldn?t have, and gave a
very well-reasoned account of why. This is the
sort of thing I?m talking about: specific instances
in ancedotal form of how different alignments
should and should not act, and the reasons
behind the judgments.
After all, a lot of us, particularly those who
are just coming into gaming, tend to be confused
about how alignment affects play?for
good reason, I think. Let?s face it, in most circumstances
an RPG campaign requires a modern
person (with all the baggage of modern
ethics and morality, such as it may or may not
be understood) to pretend to be a premodern
person (with a different load of ethics and
morality). The two can easily conflict.
For example, in the modern world we abhor
the institution of slavery?and rightly so. In the
best of circumstances, it?s an evil thing. Under
the worst of circumstances, it?s evil squared and
cubed. But in this you hear a modern person
talking, a person brought up on a tradition of
personal freedom and ethical responsibility. I
can look back on ancient and medieval history
and say that some people, free men and citizens,
were ?ahead of their time? when they preached
that every man should be free. But even in that
statement, it?s a modern man talking. For in the
context of time, most men believed in slavery,
believed it was a necessary institution, believed
that it was sanctioned by the gods, and indeed,
in some cases, believed that the gods had created
certain people to be slaves! Often, the men
who believed these things were considered not
only to be lawful, but good?while a slave who
rebelled against the system was considered to
be both chaotic and evil. (To mix metaphors, we
make a hero of Spartacus, but any medieval
paladin who refused to destroy him would have
been roundly condemned.)
A peripheral issue? Perhaps, since slavery ?isn?t
prominent in most RPGs. But it serves to illustrate
the point. (And didn?t the Monster Manual
I explain how to subdue and enslave
dragons?
beings often having greater intelligence and
wisdom than humans? But, of course, the evil
dragons deserve to be enslaved. .
More specifically, what about the Crusades?
While I consider them interesting from a military
standpoint, and great fun to read about as
a student of history, from a moral viewpoint the
waste of life was tragic and the unwarranted
intrusion into Middle Eastern affairs was legally
indefensible. But, again, that?s a modern man
talking. From a medieval Christian viewpoint,
the crusades were a vital element of Christianity
(just as the Moslems considered the jihads to be
a vital part of Islam), and the loss of life was
irrelevant since it served a higher purpose. In
an age of predators, might was expected to
make right, and any Frankish knight who argued
that he has no ?right? to attack Moslems
would have been branded a coward. A lawfulgood
paladin would not only be categorically
absolved for taking part in a crusade, it would
be considered his duty to do so! The Templars
and Hospitalers, sworn to religious virtues,
were heroes of Christendom, whatever we may
think of them in the modern world.
The Moslems held similar attitudes, and their
saints actively preached religious war (as did
Saint Bernard in Europe, badgering and hounding
secular rulers until they took the oath to
?win back the holy land?). It?s only when a
Saladin or a Francis of Assisi appears that we
begin to see an injection of modern ethics?and
Saladin fought and clawed his way to the top in
the most approved feudal style. Did Richard the
Lionhearted slaughter 2,500 Moslem prisoners
before the walls of captured Acre, just because
their ransom was overdue? Saladin massacred a
regiment of black Africans in Cairo?with their
women and children?to prevent them from
jeopardizing his control of Egypt. Contemporaries
didn?t bat an eye over either action. Even
today, Saladin is spoken of in the Moslem world
as a gentlemen. If asked, the average Westerner
would probably class Richard I Plantagenet
(who nearly taxed his kingdom into ruin in
order to make his crusading adventure more
splendid, and callously left his wicked brother
Prince John in control of England while he went
crusading) as something approximate to the
AD&D game?s ?lawful good.
To cap it all, St. Louis (King Louis IX of France)
took part in not one but two crusades, dying in
the second. His government was just and generous;
he made an excellent revision of judicial
standards within his realm, considered the royal
authority (bestowed upon him by God) to be
beyond infringement, sent 10,000 livres to his
erstwhile Moslem captors when they accepted a
deficient ransom payment, and treated the Jews
of France abominably (a fault any contemporary
Christian would happily have forgiven). A
?lawful good? man? I doubt you?ll find any
secular ruler in all premodern history who
more deserves the title. I also doubt you?ll find
any modern liberal who would grant it to him.
I hope I?m not being too wordy in getting my
point across: Modern ethics are different from
premodern ethics; premoderns expected different
things from lawfulness and goodness (and
from chaos and evil) than we do. If we?re going
to dress up modern role-players in premodern
clothes without expecting them to adopt premodern
attitudes (which I personally would
strenuously oppose), we have to give them
specific examples of alignment from which to
operate.
I?m rather disappointed that the ?neutral?
alignment is so consistently portrayed as sort of,,
?wishy washy.? In my opinion, the neutral-good
character?recognizing as he does that sometimes
law is the enemy of justice and sometimes
its friend?is the most admirable of all. I could
hope that you?ll give some attention to the idea
of neutrality being ?flexibility? rather than
?indecisiveness.?
Craig H. Barrett
Canon City CO
(Dragon #158)