Tuesday, October 14, 2008

Alignment:Optional

If you have gamed for any length of time, you have probably had to explain the concept of a role playing to a new gamer. Sometimes that is difficult when the only table-top games they were familiar with were probably things like Monopoly, or Risk. When I was fist introduced to the RPG concept, I caught on fairly quickly. I was already a sci-fi nerd and had been making up my own characters and mentally injecting them into my favorite comic books, novels, and TV shows for years. But there was one concept that gave me pause: alignments. It wasn’t that I didn’t understand the concept; I disputed the very idea of alignments as being contradictory to the general concept of role playing.

My first gaming experience was with Traveler, which had no alignment system. So, when I rolled my first AD&D character, I asked more than one question about alignments. It seemed contradictory to tell a player to assume a roll, and then tell that player how he must play that role. Locking him into a given behavior pattern, before he had time to develop a concept of how that character should act, and thereby forcing him onto a path he may not otherwise have taken.

I understand the need for structure in a game; that is what the rules are for, but alignments (with the exceptions the cleric and paladin classes) actually play a very small role once the game begins. There may be a magic item that will only work for a particular alignment, and there are some alignment restrictions on certain spells, but the game could go on just fine without them.

The rules governing what alignments can associate with others really serve no useful purpose. What they do is taint any campaign from the start, by effectively telling the players what characters they can create in order not to conflict with the alignments of other characters in the group. So you wind up with players that are playing their second choices for characters and perhaps becoming disillusioned with the game from the beginning.

Clerics and paladins derive their abilities from a patron deity. If you know the code and doctrines of that deity, then you know the code cleric and paladin characters must abide by. That makes alignment sort of a moot point. Both classes are essentially warrior-priests. They fight to defend their church and the interests of their deities while trying to spread their faiths. Alignments really aren’t needed.

A friend of mine and I were talking about this issue, and came to the conclusion that the paladin class was superfluous. Simply remove the edged weapon restriction from the cleric class, play a cleric character with a more militaristic attitude, and you effectively have a paladin for the purpose of role-playing. What differentiates paladins from other classes is religious zeal, not the type of dice used to determine hit points, or the charts used in combat, The dedicated paladin class (which I am actually very fond of, and have played extensively) is governed by his alignment to the point that he can become disruptive to a group. So entrenched in their particular concept of right and wrong and what is, and is not lawful (in light of the lawful good alignment), they tend to insist the rest of the group adhere to the same standard. This can lead to squabbling among players, and stall the game while the DM tries to play peacemaker. This really can’t be blamed on the player handling the paladin, because he is interpreting what it says about the lawful good alignment in the game rules.

Eliminate alignment from the equation and the player has some room to play the paladin as being more reasonable and practical. I know some hard core purists out there will balk at the idea of eliminating alignments, and that’s fine. It’s your game. But, if you have players who know what they’re doing, you might want to consider making alignments optional.

4 comments:

John Miskimen said...

Can I get -
I SAID!

CAN ...
I get -ah ...

Can I GET
an AMEN!

( ...and the choir sang ...)

JM.

Fenway5 said...

I couldn't agree more, it was one of the first things we dropped (ignored) from the game.

What was the deal with alignment languages? WTF was that? It seems like its crutch or a hook for players to conceptualize how their character should play or act rather than coming up with it themselves.

Then you got Palladium with more alignments than you can shake a broadsword at. Alignments are rubbish.

HisGirthiness said...

The Palladium alignments are even more useless. I ran Rifts game for years and the few times that they came up during play, they were nothing but a monumental pain in the ass.

Dungeonmaster said...

Alignments.

Love'em, hate'em.

I still use'em.

I dumped the whole thing with the alignment language long ago. In fact, they are briefly mentioned in the Forgotten Realms Grey Box and it's pretty much agreed that speaking publicly in your alignment tongue is rude at best.

Now I have met me some pretty diverse people in my life.

A few very bad people, mostly middle of the road people and some really, truly, very good people.

All of them spoke English.

(I have met some people that spoke other languages and I guess the jury is still out on them.)

But seriously. Dealing with just because someone was diametricaly opposed to me, didn;t mean they spoke a different language.

I have to say that I really believe that Gygax was a genius. So much so that there are quite a few times when I have no idea what the hell he is thinking.

Algnment languages would be one of them.

Here's the thing though....

People that work successfully together will GENERALLY all have the same goals in mind. Maybe they don't agree on how to get there, but there you have it.

And the other thing is this.

Look at this from the world we live in.

People generally fall into those three categories. Many are good, most are in the middle and a few are just plain bad. This isn't a discussion about environment, upbringing or other social factors, this is just the way things are.

So by having an algnment system, the player and the DM can get a general idea of what the player has in mind for his character.

If I roll a fighter and I make him Chaotic/Evil, you can bet the women and children ain't safe.

If I make him Chaotic/Neutral then everyday is a surprise.

if i make him Chaotic/Good then he's probably going to be a bit of a rebel but he won't be raping and pillaging anytime soon.

That helps the DM structure the campaign.

I agree that after a group plays together with the same characters for a period of time, you can basically dump alignments.

But tell me what you do when your character, who's BASICALLY a good guy, crosses a barrier protected by a glyph of warding cast by a priest that is essentially evil?

Does it affect him?

Or because he's only "basically good" does that mean we dump the idea of glphys of warding that work on alignment?

A lot of thsi depends on the players and the DM.

You use what's good, no need to hack it apart with a broadsword. Just carefully excise the bits you don't like and choose to ignore them.

I'll keep alignments for now since I can't recall a single game that was stopped by the issue.

Because I like Glyphs of Warding.

Anti-Human