Monday, June 21, 2010

Design and Development: Alignment, Part 1

With the De&De of the Paladin temporarily on hold (not because it stalled mind, but because we actually came up with a really great idea that needs further elaboration), I've decided to raise a brand new De&De, this one relating to alignment.

In LL and Basic before it, your alignment was restricted to just Lawful, Chaotic, or Neutral. There was no axis of Good and Evil, those were traits that came up as actions, not because of alignment. Despite this, there was still spells like Detect Evil, leaving much of what was "evil" up to the DM to determine.

The AEC, with its 1st Ed. Lite approach, adds the optional usage of Good and Evil, creating the nine choice alignment system most people playing later editions are familiar with.

The question is, what do we use for Deminar?

When it was designed for 3rd edition, Deminar had all nine alignments, these factored into classes, the gods, cosmology, etc. like was par for the course for later settings.

Personally, I dislike alignments entirely, I feel that it can restrict a player, labeling how he would act morally. This should be something that comes up through play, not because it's something they wrote on their character sheet. However, that only works with more advanced players, so I understand having alignment present as something to remember how a character should act. A place for the DM to point to and say, "Well, remember, your character is lawful, so he probably won't steal from the helpless old lady."

Due to its inclusion in many a spell and even class/species, I don't think Deminar should do away with alignment. But it still begs the question of which alignment system we should use.

Much of Deminar's cosmology revolves around all nine alignments, major gods are tied to alignments like Lawful Good, not just Lawful, as are their domains. Each intelligent species was originally tied to one of the nine alignments (not saying each species had to be that alignment, but that each species was predisposed towards a certain alignment due to their creation). Certain classes had certain abilities based on their alignment, etc.

Now, you don't have to have an alignment such as Lawful Good to have a God of that moral compass, it can infer that he is generally good, but without such a label. However, dropping the Good/Evil alignment tracks break up some of the explanation and symmetry that exists within the setting.

On the other hand, not having Good and Evil as alignment choices is true to the source materiel, and indeed, could alienate fans of the system from picking up our books for adding what they think is a restrictive idea. As the AEC says itself:

"People familiar with other "advanced" games will notice that the standard alignment system does not account for "good" and "evil." This is because these concepts are left to interpretation. This is a philosophy more in line with classic pulp fantasy and science fiction. In this way of thinking, the "highest philosophy" is the conflict between law and chaos, with the balance of neutrality between. In this philosophical universe, concepts of good and evil are merely a means to attain the goals of any one of these greater spheres of thought. In this game, then, "evil" and "good" are much more situational than doctrines of behavior. Evil will often be associated with chaos, and good with law, but this need not always be the case."

Which I think makes sense for the steam pulp setting we're going for. But again, see above about the pros of the full nine alignment system.

So, what to do?

4 comments:

  1. I'm personally a bigger fan of the standard LL alignment system with no good/evil axis. To me, alignment is more of a convenient label for your character's general behavior than a guiding force or defining trait. Hence the part in the AEC where the GM is allowed to assign characters new alignments based on their behavior, since the old one is inaccurate. Plus it makes things a bit easier to get away with things like playing an assassin.

    I think the symmetry in cosmology can still work, kinda. Good and evil are still abstract concepts you can base the structure of your world around, just because the line between them is blurred and hazy doesn't mean the ideals aren't. You could have all the gods form distinct subgroups that tend to associate with each other or something, regardless of alignment. I guess emulating the good/evil axis without coming out and saying it. Being more subtle. But I'm not entirely sure this would work well, just crazy midnight ideas.

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  2. I've always seen alignment as a personality thing rather than a defining trait. I don't really care if a Lawful Good character always acts as an LG char would, though I think it should remain fluid enough that if an LG character starts acting more Chaotic, changing from LG to CG shouldn't be a big deal. The morality codes required by certain classes would prevent acting outside of the boundaries of a particular alignment, though.

    For LL...I don't really think the Lawful/Chaotic alignment is any better than a Good/Evil spectrum, at least in the context that is usually taken in game. If you had some friendly, happy go lucky Chaotic creatures, maybe that'd work, or a Lawful character that like to stab babies in the face.

    Also...good/evil is subjective. Law and Chaos isn't though...hmm...

    I'd much prefer either the 9-way alignment, or no alignment. The 3 way (L/N/C or G/N/E) restricts you too much, and stereotypes, as well.

    For us...I could go either way. Maybe scrap character alignment, and have "situational" alignment based on current actions.

    The best way would be to have a sliding scale, sort of like Knights of the Old Republic. You are considered a "good" character if you generally do good...but if you do an occasional evil thing, it'll make you less good, but nothing is stopping you. Possibly have detect evil and the like detect you if you are a good character who just did something evil.

    Hard to implement, though, and still doesn't fix the subjective good/evil scale....

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  3. I think the setting plays a part in it too, a more pulpy setting, good and evil blurs more then epic fantasy, where good and evil are pretty well spelled out, not to say they're cookie cutter, both can have proper motivations in their eyes, but usually you can tell good is good and evil is evil.

    I feel Deminar is more pulpy, where the lines of Good and Evil are more blurred, and even Law and Chaos can be too, since all of it is subjective to a point.

    However, ditching alignment, or even restricting parts of it, can have a problem mechanically, especially if you have spells and class features that are based on a moral scale. Detect Good/Protection From Evil, Clerics being able to use Cure Light Wounds instead of Cause. The idea of redoing the Paladin as a Knight under a certain moral compass instead of religious one.

    So, while I don't like alignments, I think you may need a hard written alignment on monsters and characters in order to aid you with some mechanical aspects.

    The question is, how much of one?

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  4. Well, we're going LL. Might as well stick with the Basic L/N/C alignment scale.

    To spice it up, we can make some Good monsters Chaotic, and Evil monsters that are Lawful.

    I also don't see why we couldn't have "Good" and "Evil" as portfolios for a God or two.

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