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Obligatory Alignment Batman |
Gods help me, today I’m
going to talk about alignment. I have seen so much fighting about this, in
person in my gaming group and online. I’m hesitant to even talk about it here
because it’s a little like bringing up politics at family parties—probably
regrettable. Still, I think I should lay out the way I handle alignment in my
own games because it informs how I’m thinking about the world-building posts
and will probably come up at some point anyway.
I like the idea of the
nine alignments. It makes for a compelling shorthand for defining characters,
and it’s an interesting way of looking at conflicts besides the basic
good-versus-evil. Plus, a lot of the people I’ve played with enjoy using the
standard alignments. So I don’t want to just chuck it out.
The problem is, I don’t
like playing in a universe with an objective, predefined Good and Evil. Not just
because that’s not how good and evil really work, but because it makes for less
interesting stories.
First off, there’s the Always
Chaotic Evil problem. I always bristle when D&D fans insist that
certain “races”—human-like creatures with free will and intelligence—are “always”
or (worse yet) “inherently” evil. I get that sometimes it’s fun to play D&D
as a morally uncomplicated slaughterfest. Sometimes you just want to slay a
bunch of monsters without worrying about whether or not they deserve to be
slain or not, and I can understand that. I do, however, object to the
assumption that all creatures of a certain type are Evil being baked into the
core game.
Obviously, individual
DMs can houserule whatever they want. You can say all Orcs are Evil just as easily as I can say all Elves are Evil.
Neither of those houserules should show up in the Monster Manual. Yes it’s
fantasy and yes it’s just a game, but a game that simulates slaughtering
sentient beings because they look different isn’t
a game I want to play. It definitely isn’t a game I want to show my friends
(the whole idea of D&D “race” makes some of them uncomfortable, but that’s
probably another post).
The thing is, standard
un-houseruled D&D can accommodate the morally-uncomplicated hack-and-slash
style without having to resort to the Always Chaotic Evil trope, either by
changing the monster or changing the scale. There are plenty of standard
monsters that can be unambiguously slaughtered. Unintelligent undead and
constructs work great. You can also use outsiders, because even if you
accidentally “kill” the one Good demon in the world, they’ll just pop back to
their home plane.
And if the players
really want to kill some orcs, the DM can always come up with a reason that
doesn’t involve any hard thinking, but also doesn’t fall back on fantasy
racism: these orcs have been raiding caravans and killing travelers, we tried
to reason with them but they just won’t listen, there’s nothing to do but kill
them or drive them off. Done. It’s as easy as that. I don’t have to argue over
whether all orcs are “inherently” anything, you can still have your
hack-and-slash fun.
The bigger issue for
me, though, is that set alignments make a less interesting story. Specifically,
they make for less interesting villains.
With very, very few exceptions, the best
villains don’t know they’re evil.
Like I said, there are
exceptions. But generally, the fifth or sixth time Lord Evilodon shows up to
wreck some stuff just because he’s evil,
it gets sort of boring. There isn’t really a story anymore. Just a guy you’re
supposed to kill before he kills you.
Great villains have to
be great characters, and every great
character is the hero of their own story. In a world with objective, knowable
alignments, the Knight Templar
never happens because every conscientious warrior of Good makes sure to get a
periodic Detect Evil to make sure they haven’t gone too far (never Corrupt
Corporate Executive is just trying to make a living—if some hero
burst into
their office with a You’re Definitely Evil light flashing, they’d
probably take
a step back. It doesn't mean every villain has to be tragic and
misunderstood, and there's nothing wrong with Lord Evilodon if that's
the game you want to play. But complexity and ambiguity can be fun too,
except that alignment gets in the way of that.
How 3.5 does subtle, nuanced moral ambiguity. |
4th Edition, at least, didn't have the Detect Evil problem, although there were relics of the old alignment system in place. While it was clear that Clerics and Paladins kept their powers if they strayed from their god, Invokers were just supposed to have the same alignment as their patron. What happened if an Invoker went wrong? Could they fall? Or were Invokers' free will just limited by their god? (That would actually be a fun character to play with).
But, again, I don’t
want to just chuck out alignment entirely. So here’s what I do: the Nine
Alignments exist, as a concept, within my game world. People refer to
themselves as “Lawful Neutral” and such. People can debate in-universe about
whether the Nine Alignments refer to any sort objectively-known, metaphysical
force in the universe, but on this subject nothing is known for certain. But I
tell players to put whatever they want down for their alignment, or ignore the
blank entirely. I’ve had players make PCs with “real” alignments, I’ve had
players who don’t give a damn, and I’ve had players create their own way of
expressing their character’s alignment (for instance, I had a player whose alignment
was “Pirate”).
It hasn’t caused any
fights so far. Players who want the standard alignments can have them, players
who don’t don’t, and there’s no pesky “objective alignment” getting in the way of
our stories.
Has alignment caused
problems in your games? How have you handled it?
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