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Maybe we are all Unaligned

During the development of 4e, there were few arguments as heated as those about alignment. There were those on the team who wanted to keep the 9 spoke system. There were those who wanted to throw it all out. There were those who wanted to do something different.

For the few of you who don’t know, the final solution was to largely tear it out of the rules system, and create a good-neutral-evil axis with two hangers-on: lawful good and chaotic evil. Why keep those? They had cachet, or at least that was the argument. I also think chaotic good and lawful evil have cachet, but I guess if you allow those in, you may as well let the whole tribe come out and play. While I talked to people who liked the 4e solution, most of the comments I’ve had about the new alignment mix are bewildered and incredulous. There seems to be a large number of people (not scientific mind you, just within my circle of friends, students, and acquaintances) that think the new alignment system smacks of the proverbial horse created by committee.

RPG players are smart folks—sometimes prone to sectarian flibberdy-floo and wild corporate conspiracies that give too much credit to the antagonist organization, but very smart. They can at least recognize a camel when they see it.

Personally, I think alignment is one of those things in D&D where one size does not fit all. This is where the conflict of corporate brandwidth and the needs of the actual player base come into conflict. At its heart, D&D is a tool that allows individual DMs to craft and create stories within a genre—a genre where dragons are real; inexplicable dungeons hide dangers, treasures, and fiends; spells are slung and magic blades sing with each and every swing. It’s a popular genre. The combat rules of D&D work because they are active, exciting, and engaging. They don’t map every bit of fantasy fiction out there, but they get close enough to the cultural mean of fantasy fiction. And that mean changes over time. Over the years our fiction, though wire-fu and CGI has become more incredible and far-fetched, but also fucking awesome. What we thought was possible and plausible in fantasy combat has shifted.

Relativist fiction has made its way into mainstream fantasy. Deep Space Nine and Babylon 5 started it (okay, maybe some British SciFi shows really started it), True Blood continues it, I think the Game of Thrones series, soon to be released on HBO, will only expand that further. That doesn’t mean that the old paradigm of Tolkienesque good vs. evil, or Moorcockian law vs. chaos will die outright, but it will mean that the large and aging D&D fanbase will want to create worlds where evil can largely go unpunished and where good must struggle for every foothold it gets, sometimes by picking the lesser of two evils (Midnight, Warhammer Fantasy Roleplay, Dark Heresy). I’m fascinated with good, easy, but still robust system that can handle this; giving players the ability to focus their characters in meaningful ways, and giving the DM tools to recognize it and design around it.

There was an idea I pitched back during the development of 4e D&D that I thought it might be interesting to pursue, but boy it did not gain an iota of traction among the rest of the team. The idea started with the proposition that every player character in D&D starts out as unaligned.

Small problems in heroic tier may be the reflection of the greater conflicts that exists between the forces of good and evil, law and chaos—or maybe the conflict that exists between the Elemental Chaos, the Astral Sea, and Far Realm, and (the later introduced) primal spirits—but they were a testing ground. Over the course of the adventure, the DM could create alignment awards. Based on your character’s actions, they might get points in any of the alignments of the system. By the time the character was paragon, as long as they had enough points in a particular alignment, they could take alignment boons—feat-like rules objects that had both benefits and restrictions. I called them vows. Usually the restrictions were prohibitions against actions or associations. If prohibitions are flaunted, bad things happen. They are conceptually more akin to the instincts in The Burning Wheel. Those bad things can be mechanical or story-side. You could choose one of these vows at paragon (or maybe twice in paragon) and twice in epic.

A year or so later, when I read The Burning Wheel, I found a model for a structure that could make that system far more playable and usable—or at least better ways to categorize it. At heroic you create a set of convictions. Those convictions create a baseline for the character and a way for a DM to create stories that have the possibility of alignment conflict.

Bavairus the Sly

Convictions

On Strangers: I trust only in myself. The problems of other people can only wear you down.

On Belief: The church of Pelor has stolen from my family; it is only fair if I steal from them.

On Family: Don’t ever say anything bad about my sister.

On Friends: I trust only in myself. When friends stop being a benefit, they are a liability.

The categories could be pruned, but here is why I picked them. In D&D you are always meeting strangers. Sure, you kill and rob most of them (only because they’re bad) but for all those other strangers the DM has a good baseline on how you will act and why. With that knowledge, it is easier to create skill challenges that deal with strangers, and figure out how to give out alignment awards.

Both belief and family are just fun story hooks, and this information gives the DM something to cling on to. If you are running a dungeon crawl campaign, you can probably jettison the family conviction. You may want to keep belief, but focus it more on what kind of creatures you hate. Simple things like “All demons must be destroyed.”

Friends, of course, deal with the other PCs and ally NPCs. Beer and pretzel games might be able to prune this out as well, and go with a single sentence conviction. If you run your game like Diablo, your characters don’t need a whole lot of convictions.

To be honest there is nothing stopping any DM from adding convictions. In Dark Sun you may want to add convictions about the Sorcerer King, arcane magic, or slavery; maybe all three.

Over the course of Bavairus the Sly’s adventuring career, the DM can expect that if he is aligning himself with anything, it’s evil. Now here is a little trick about evil. People choose evil by bargaining with evil. This is why the story of Faust is so powerful. The DM could place temptation in front of Bavairius—a possible infernal patron, a boon for a later favor, a flat-out bribe. How Bavairius deals with these temptations awards alignment points. I would like to think that over time Bavairius resists temptations and rethinks his path, so by later paragon or epic he can actually align himself with good, but it’s just as possible for the opposite to happen, and that can create an interesting story also. Whether he chooses good or evil he can take vows, which grant power and prohibitions. Or a character can always decide to stay unaligned, trading away alignment power for the power of choice.

Instead you could have an alignment system that’s not based on conflicting ethical or conceptual poles, and have one that deals with power groups. In this ways those alignment points become something more akin to reputation, and you could have a more complicated vow system. There would have to, of course be a mechanical balance on whatever boon you gain from multiple vows. Maybe you had a choice, but could only use one a day, though you gain all the prohibitions.

It’s probably not a system for everyone, it lacks the straightforward single decision point of the traditional alignment system, which is why it did not gain traction in 4e design and development, but just as D&D combat has become more robust over the years because combat in the fiction has become more evocative, I think there are people out there wanting to create richer story in their D&D and are looking for better tools to use. There are better tools out there, and we can develop those tools in the same way that we develop combat rules—for our audience and for our individual creative purpose.

7 Comments

  1. Saracenus says:

    Food for thought. I was never a fan of alignment in my entire run of playing D&D. I saw as many folks abuse the alignment system as opposed to using it as a springboard to role playing. There were also folks that chose one for their PC and just ignored it.

    I haven’t see the Burning Wheel system so it was interesting to see how it handled your idea on alignment but I have been looking at Dread’s system of building a character out of answering 20 questions about your PC. I think its hard to get folks out of a mechanical mindset if all they see are the crunchy rules and don’t consider the intangibles. A lot of folks don’t get the benefit other players and DMs modeling the outside the rules behavior that brings a character to life or makes D&D transcend it very crunchy roots.

    My two coppers.

    • srm says:

      Many players have a hard time with intangibles, but usually because the DM doesn’t make those intangibles important. That is the second part of the equation. No rules can solve that.

      • Saracenus says:

        While I agree that a good DM will set the tone, it is still up to the players to take the role-playing ball and run with it.

        I have been a D&D Encounters coordinator and I have seen a wide range of DM and player styles over the past 15 weeks. I will say the tables that have a DM leading the way get to the intangibles faster than tables that don’t.

        However, one of my tables has been growing organically for the past 3 weeks with a new DM that has come out of a long D&D retirement and is still getting his 4e “sea legs” under him and it has been the players that have been stepping up just as much as the DM in question.

        Good role-playing begets good role-playing no matter who is modeling it.

        Thankfully none of my stable of DMs have crushed that spirit and encourage it.

        Thanks for a good topic to think about.

  2. JustDave says:

    So the gist of your idea is the player is awarded/penalized with alignment points and when enough accrues they have access to some sort of boon as long as they follow any rules that may apply. That certainly would add role-playing depth to the characters, and make for interesting possibilites in story.
    I wonder, though, without some sort of alignment system for D&D, what happens to the Paladin and to a lesser extent (I think) the cleric. I don’t think I’ve been in a long term gaming group that at some point didn’t have a moral arguement. The people I game with tend to see the Paladin as having a black and white ideology, with no gray areas. Without a defined alignment to point to I think it opens up the game to more disagreements.
    But then again, maybe I’m wrong.

    • srm says:

      Alignment always brings up arguments, because moral choice begets argument. I think you’re right, but I don’t necessarily see that as a bad thing. I don’t mind a little in-party argumentation after a while, and I know when to rein it in when need be.

  3. Alphastream says:

    I like the idea you came up with about gaining alignment. There is something there that is really very good. Unfortunately, in today’s gaming environment it would just be cheesed the same way most players choose a deity for their cleric based on the particular divine power they want to use.

    The problem I have with 4E alignment is that it practically does not exist. I run tons of tables and I seldom see any PCs care about good, law, or even evil! They seem to have all become mercenaries. This existed to a limited extent in 3.5, but the traditional alignment system forced some thought with regards to morality. Alignment has almost ceased to exist and the game seems much worse for it. I find it to be one of the hidden weaknesses for 4E and is one of the things I least like about it (though I like 4E a lot).

    • srm says:

      I think we can avoid it being cheesed if it is entirely within the DM’s purview on when to reward alignment “points.” This is the part of the system that I’m still brainstorming.

      As for the 4e alignment system, there is a lot of WTF, but there is also a good chunk of people that like the fact that it rarely talks to crunch. I actually think this is a place where D&D would thrive with a buffet of rules systems that fill in areas of design space. Alignment, backgrounds, treasure, magic items, and cosmology all seem good candidates for this approach to design space.

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