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- From: spencer@chekov.UU.NET (Chris Spencer)
- Newsgroups: rec.games.frp
- Subject: Alignments (or The Gospel According To Jon)
- Message-ID: <7522@bnr-rsc.UUCP>
- Date: 27 Feb 92 22:43:37 GMT
- Sender: news@bnr-rsc.UUCP
- Reply-To: spencer@chekov.UU.NET (Chris Spencer)
- Distribution: na
- Organization: Northern Telecom, Ottawa, Canada
- Lines: 257
-
- *** WARNING: this article is 270 lines loooonnnngggg! ***
-
- I am posting this for a friend. Respond with any comments you may have
- to rec.games.frp only (not me).
-
- Not Jon
-
- ~Subject: Alignments
- ~Date: Fri, 31 Jan 92 13:57:15 EST
-
- The Gospel According to Jon:
-
- One of the most frequent problems that I have experienced in aD&D
- (both as a player and a DM) is the concept of alignments and how to
- play them or adjudicate them (as a DM). One of the key problems to
- the issue is that frequently, DMs and his/her players will have
- diametrically opposing views concerning several of the more
- 'wishy-washy' alignments, and this can lead to serious disagreements
- and apparently arbitrary judgements on the DM's part. In an attempt
- to avoid this I have in the past outlined to my players (usually in
- written form, but sometimes verbally) what my concept of alignments
- are so that players may play their characters correctly, plus a
- description of the penalties that will occur if serious alignment
- transgressions are involved. In most cases, my source of info comes
- from Dieties and Demigods (plus the PHB and DMG). In general, I have
- found the 2nd Edition PHB and DMG much more understandable than Mr.
- Gygax's attempt at socialogy/philosophy. The older rules (IMHO)
- served to confuse most persons who tried to understand them, and only
- made the debate worse.
-
- What follows is my concepts concerning aD&D alignments, which has been
- (and will continue to be) the basis of judgements in my campaign. I
- welcome discussion and/or criticisms as I always strive for DM/party
- harmony.
-
- CHARACTER ALIGNMENT DESCRIPTIONS
-
- All aD&D characters have alignments, especially if they progress above
- 1st level. Most of a character's inner-strength (i.e. Hit Points, and
- Saving Throw abilities) is derived from professing an alignment and
- sticking to it. In a sense, he/she draws energy from the appropriate
- HIGHER PLANE (hell, hades, heaven, etc.) with or without the
- intervention of a diety (although even if a person doesn't have a
- professed deity or religion, much of his luck and higher-level
- abilities probably come from SOME entity even though he may not be
- aware of it). In the case of clerics and paladins, this influence is
- very strong and obvious.
-
- LAWFUL creatures will tend to be organised, like organisation, and
- have a tendency towards heirachy structures, such as ranks, in most of
- their dealings. They will tend to try to co-ordinate their efforts
- with others and will in general require like behaviour from their
- compatriots. They will also have a definite set of 'RULES` that they
- follow (and depending on the GOOD/EVIL tendencies of the creature will
- try to enforce them on others). Lawfuls will also have a tendency to
- follow orders, provided they come from someone they consider to be a
- leader type or have higher rank/standing.
-
- CHAOTIC creatures (characters) tend to more individualistic and will
- strive for personal freedom. The concerns for the group (party) will
- in most cases be only secondary to their own freedom/interests. They
- will tend to do things without consulting others and will (in general)
- distain authority figures (unless they have clearly demonstrated good
- leadership) and rule/organisation, seeing it as a threat to their
- personal freedom.
-
- NEUTRAL characters (vis a vis the LAW/CHAOS part of alignment) tend to
- follow some rules, while ignoring others that they feel are
- unnecessary or harsh. They will be more 'subjective' concerning
- co-operation in a party or group. They will follow
- laws/orders/organisational heirachies only if they agree that they are
- vital and desirable.
-
- GOOD creatures will (in general) tend to protect the weak or
- dis-advantaged, and will be interested in what we commonyl think of as
- 'human rights' especially the right to life and happiness. They will
- desire overall harmony between peoples, and good relations with other
- creatures. They will in general abhor such things as dishonesty,
- cruelty, greed, power-lust, human/creature sacrifices and needless
- destruction of property or people (creatures). Most of us know what
- it is to be good (I THINK???).
-
- EVIL creatures are essentially the opposite of GOOD ones. Depending
- on whether they are lawful/chaotic their attitude towords life will
- differ. However, in general, they will hate weak creatures and will
- believe that it is their right and indeed task to 'cull' these
- weaklings to make room for more desirable creatures (esp. themselves).
- They will have no trouble with killing anyone or anything that they
- deem as a threat or that which is generally in their way, whether this
- is true or not. They will value terror and fear as an ideal mechanism
- to 'pursuade' or extort whatever they want from their victims. This
- is especially true with LEs, as they will in general use these as
- `tools' to bring about their ideal of law and order. Evil creatures
- will not be concerned about cruelty, unless it effects them directly
- (i.e. a close friend or relative they care about), nor will they mind
- dishonesty, again unless it effects them adversely (in which case they
- may take rather extreme action against the liar). They will also be
- highly motivated by greed, envy and a lust for power.
-
- NEUTRAL creatures will tend to believe in a balance between extremely
- GOOD or righteousness on one hand (i.e. goddamn TV evangelists again!
- What, they cancelled Playboy weekend!??) and extreme EVIL on the other
- (i.e. why must they kill every plant in the world? Was it absolutely
- necessary to smash that guy's head even after he cooperated with
- use?). They will not be too concerned about methods they use to bring
- about their philosophy on life. True neutrals (NN) will believe in
- the inherent nature of the COSMOS to balance itself out. However,
- they will not like it when serious attempts are made to intervene and
- change this balance, such as having a major DEMON running about or
- having ANGELS or DEVAS flying Combat Air Patrol in the skies above!
- Neutrals will be strong believers in natural forces (such as Physical
- Laws) and will view the good/evil struggle as an interesting side-show
- to the overall scheme of the universe as a cyclic or balanced entity.
- They will probably believe in something like DARWINISM as it relates
- to strength/weakness. Neutrals will only take a strong ethical
- position if threatened (or alternately, if what they perceive as
- universal harmony is threatened, especially if they are true neutrals
- (NN). In the case of CNs, their behaviour could be best described as
- random. You never know exactly what they'll do. They will sometimes
- be good, sometimes bad, and will generally not follow ANY rules.
- However, they will never do extremely EVIL (eg. geniocidal type mass
- murder) nor extremely RIGHTEOUS (eg. donating huge amounts of money to
- charity, helping someone when it threatens his own life) deeds.
-
-
- I have found it valuable (when describing alignments) to give good
- examples of actual creatures/persons in fact or fiction as
- illustrations of each of the various alignment types:
-
- LG - The POPE, RC (or Anglican) heirarchy. KING AUTHUR or any other
- 'good' king from European history. GOD (jewish or christian ideal),
- JESUS. The Saints. LGs will not be pansies, however, and harsh
- punishments for law breakers may not be uncommon.
-
- NG - A typical (good) civilian type, who finds a youth stealing
- something or committing a minor crime and gives the youth a scare but
- does not turn him into the 'authorities' especially if the
- 'authorities' are less than fair. Indiana Jones ('that artifact
- belongs in a museum') who, violated certain rules while followed
- others, and who still believed in Good behaviour (cf. Temple of Doom
- and parts in The Last Crusade). James T. Kirk, who follows most of
- Star Fleets' rules until (or unless) it becomes problematic to his
- personal freedom or interests.
-
- CG - Eddie Murphy (Axle Foley in Bevery Hills Cop). Does not follow
- the rules but still values goodness. In fact, most popular movie
- heros/heroins tend to protray (what I perceive) CG behaviour. You
- know, personal rights, the fight against injustice, and other popular
- 'causes' these days.
-
- LN - The typical Policeman/Military Person/Government official, who
- simple follow rules, orders and follow laws without much concern for
- what they may cause (in terms of Goodness/Evil). The typical
- scientist/professor who is trying to discover some physical or
- scientific truth, but completely ignores what the effect of this
- knowledge on humanity might be (eg. A-Bomb development) if it falls
- into the 'wrong' hands.
-
- LE - The Nazis; thought they were right (and everone else stupid or
- wrong) and thought it their right and task to cull the world of those
- they considered as useless or weak. Another (less extreme) group is
- the Mafia - follow our rules or suffer the consequencies. However,
- the ideal Nazi (and Modster) was(is) still expected to follow proper
- procedure and be loyal to some universal cause.
-
- CE - Demons, serial murderers or crazed killers who show absolutely no
- remorse or guilty and whose methods are generally cruel and random.
- Mainly concerned with their own self (super selfish) and do not follow
- orders or rules of conduct. On a less extreme level, rogue assasins
- (those who kill 'just for the fun of it, just for the taste of it!'
- and are not a part of any mission or organisation) might be termed CE
- in their behaviour. CNs who aren't careful may tend to drift towards
- this alignment, especially if they insist on cruel or arbitrary
- behaviour which causes harm.
-
- NE - It has been said that NEs are the worst ones to encounter. They
- (besides being evil) can be unpredictable, as they may follow certain
- rules of engagement while violating others. They will be more or less
- self-centred, and will tend to follow their own rules (which will
- change in unpredictable ways). You will not be certain exactly how
- they may react or behave. In some ways, the SHERIFF of NOTTINGHAM in
- the recent ROBIN HOOD movie, is a good example of a true NE at work.
- He had a tendency to do random things (which were funny) and changed
- rules to suit his purposes. However, even at the end, he still wanted
- to follow certain rules of behaviour such as lawful marriage inorder
- to achieve some element of decency/legitimacy.
-
- CN - MALEK (of Conan movie fame). Self interested and highly random
- in his behaviour. Yet, he was not evil, nor was he particularly good.
-
- NN - Druids, those who value nature (even above humanity). A good
- REAL are naturalists who go into in seclusion to study some animal
- (esp. primates) but eventually reject most of their Western (and
- indeed human) ideals in favour of the 'apes' behaviour. They almost
- always say something like 'it is not natural' concerning mankind's
- evolution and technological development.
-
- DMing and Adjudicating Alignments
-
- The behaviour of a character will be constantly monitored. What he
- says and thinks are important, but what really matters are his deeds.
- As the cliche goes, `actions speak louder than words'. At crucial
- points, a character will have to choose between various actions; good
- and evil, lawful or chaotic. How he responds will be judged by the
- DM. In practical terms (such as with the more 'definite alignments
- like LG, CG, LE and CE) one should only have to do this every so
- often. However, the more 'wishy-washy' alignments require closer
- scrutiny. In general, a characters current alignment can be 'charted'
- on the alignment wheel (at back of Dieties and Demigods and the PHB),
- probably stepping towards a particular alignment type with particular
- actions. The more severe the action, the furthur this 'jump' will be.
- (I used to keep a copy of the wheel on a piece of cardboard, and had
- coloured pins, or flags, marking each character's alignment
- 'position'.
-
- When a character steps out of his alignment, I usually follow the
- following procedure:
-
- 1. Minor transgressions (person bad-mouths his diety or ethos, good
- person is negligent when someone else tortures or mistreats
- prisoners.) If this is very infrequent or a first offense, character
- gets a warning from the gods, in the form of an ill-omen). If minor
- transgressions are repeated, minor powers of the character will be
- affected (-1 to hit for a day, -1 on saves, HPs regenerate at 1/2
- normal rate). Constant violations may cause loss of spells (clerics)
- and may require atonement (Paladins in particular).
-
- 2. Major transgressions (eg. Good person tortures a prisoner to
- death, acts in a greedy and dishonest manner, chaotic person starts
- acting like a soldier or policeman). These can have two effects.
- First, major loss of power (especially if a cleric) should occur.
- Person may be unlucky in combat (-2 on hits and saves). Paladins will
- lose their paladinhood.
-
- 3. Repeated violations or really bad transgressions. If a
- character is constantly acting like someone of a different alignment,
- the DM must inform them that they have changed alignment. If a
- paladin, it's good-bye paladinship. If a cleric, the cleric may only
- cast 1st or 2nd lvls until he joins another cult. In a sense, he
- becomes a 3rd lvl cleric in the new religion, provided he can convince
- the other diety that he is genuine. ALL CHARACTERS, upon changing
- alignment immediately LOSE at least one experience level, as a result
- of the loss of his former diety's (or entity's) influence.
-
- Characters must not be allowed to 'alignment shop'. Repeated changes
- of alignment will (and should) cause the character to become a major
- nuisance to the gods. They will probably attempt to do away with the
- character (evil or neutral gods in particular) or will simply render
- him unable to advance in level ever again. Involuntary alignment
- changes (GEAS or CURSES or CHARMs) will cause a temporary loss of
- ability as described in 3. above. However, proper ATONEMENT (the
- spell) will reverse the adverse effects, and my (only if the
- character's previous behaviour has been spot-on) bring PALADINSHIP
- back. Of course, one can always use a wish to get back lost
- abililities, but such a person will be termed a cheater by the gods
- and will most likely be hunted down or at least cursed with bad luck
- (-2 on hits).
-
-