Alignment discussion?


Pathfinder First Edition General Discussion


I've recently started discussing alignment, and would love some more input. We've started looking at the pro's and con's of using alignments, and intend to start looking at each alignment in turn. I would really value your input, and welcome all comments.

http://wp.me/p4QvVz-E

And yes, I know the meme is flawed!


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So I'd start by saying the Law-Chaos Axis is less well defined than the Good-Evil axis because characters can have vastly different views of what Law is. This is most obviously illustrated in my mind by the noble barbarian archetype; he may not believe in property rights, fighting fairly, or personal hygiene but he will fight to the death to defend the honor of his clan and he always pays his debts. Some parts of that are classically chaotic and some parts are classically lawful. To that end I generally try and avoid the Law-Chaos axis in my games.

For my games I recommend that characters choose an alignment to help them guide their character choices but I don't hold them to it. For characters who have alignment restrictions such as Paladins I would prefer to write out a specific code rather than rely on the somewhat arbitrary alignment system.


I agree with your comments Bardarok, and can see how why you ended up removing law/chaos from your game. I also like the way you don't force players to keep to their alignment, which means that the characters can be more 'realistic'. It can feel more natural when the game is run in this way.


For starters,

Quote:
Similarly, I’m sure that anyone who has been roleplaying for a while will have heard this conversation between a player and a GM:

No. No, I haven't. Is this really that common? It's certainly not in the rules.

Regarding the rest, and the future columns in which you match up your favorite fictional characters with one of the Big Nine: No disrespect intended, I just don't see the point. If the column was about informing players what each alignment means in terms of moral and ethical outlook, it might be relevant. Beyond that, where's the value in discussing where Brock Samson falls on the grid--especially if one believes the grid to be fundamentally unsound?

I guess where I'm going with this is that I'm not certain who the intended audience is, but I'm pretty sure it isn't me.

Grand Lodge

Pathfinder PF Special Edition, Starfinder Roleplaying Game Subscriber
Rick Hart wrote:

I've recently started discussing alignment, and would love some more input. We've started looking at the pro's and con's of using alignments, and intend to start looking at each alignment in turn. I would really value your input, and welcome all comments.

http://wp.me/p4QvVz-E

And yes, I know the meme is flawed!

In my decades of gaming since 1980, I can safely say that I've never had nor heard such a conversation between a Paladin player and a GM. In fact the only time I've ever had an alignment discussion with a player was with an ostensibly Neutral Good Druid!


Bardarok wrote:

So I'd start by saying the Law-Chaos Axis is less well defined than the Good-Evil axis because characters can have vastly different views of what Law is. This is most obviously illustrated in my mind by the noble barbarian archetype; he may not believe in property rights, fighting fairly, or personal hygiene but he will fight to the death to defend the honor of his clan and he always pays his debts. Some parts of that are classically chaotic and some parts are classically lawful. To that end I generally try and avoid the Law-Chaos axis in my games.

For my games I recommend that characters choose an alignment to help them guide their character choices but I don't hold them to it. For characters who have alignment restrictions such as Paladins I would prefer to write out a specific code rather than rely on the somewhat arbitrary alignment system.

You see, the major problem with the Law-Chaos spectrum tends to be the players and the GM a lot.

There are a lot of actions that people call "evil" or "good" that are actually more "law" or "chaos", it is just that people tend to equate law with good and breaking the law as evil.

For instance, lays say your party has a rogue. Lets say the rogue stole something of value from a local church, unbeknownst to you. Well when you are leaving town lets say some Paladins ride up to guys with weapons drawn and command you to hand over your rogue. Lets say the paladins were acting in the "typical" "holier-than-thou arrogant butt-wipe stick up the rear" attitude. Well 1) lets say you are barbarian, 2) you don't really like magic and magical things (superstition+Witch Hunter), 3) you got anger problems, and 4) you actually like your rogue, he is a cool guy and helps you pick up chicks at the local pubs. So when this guy strides in all high and mighty and demanding your buddy and acting hostile to you, you do what your clan does best, take it as a sign of a challange and take a swing at the paladin. Lets say you take the Paladin out pretty quick and then high tail it out of there. So, how would you think this act falls in the alignment spectrum?

See the problem is most people would probably put it in the good/evil spectrum because people think 1) Killing is evil 2) Paladins are good so to kill one is obviously an evil act and 3) you broke the law which is an evil thing to do, when in reality, it would probably fall more into the Chaos/law spectrum. There was no animosity or anything here. There was no "killing for gain" or "killing for pleasure" or "killing for the sake of killing." No, it was a matter of personal freedom vs local laws and local standards and traditions vs personal traditions, which would actually firmly put this more in the Law vs Chaos spectrum, the fact that the officer was a Paladin is actually an irrelevent fact.

THAT is the problem that lies in the Law vs Chaos spectrum.. most people cannot divorce their own preconcieved notion that Law and Good are the same and Chaos and Evil are the same.


Rick Hart wrote:
I agree with your comments Bardarok, and can see how why you ended up removing law/chaos from your game. I also like the way you don't force players to keep to their alignment, which means that the characters can be more 'realistic'. It can feel more natural when the game is run in this way.

See the problem with this is that there are many actions that people would call "evil" which actually have nothing to do with good/evil.

For instance:

lets say You have a Robin Hood-esque character leading a rebellion vs an "oppresive" king. Lets say the farmers and the peasents felt oppressed enough and decide to revolt. Well lets say the king is actually a decent guy, but there is a bigger threat that had been demanding much from his country and he had been working to keep his people sheltered from it. So when the Revolution Leader goes out taking out soldiers and guards "simply doing their duty" to capture strategic locations to help further the cause of "freedom and justice for all" in a simple 1 axis alignment scale he would fall to evil, even though most of the people would actually call him a good guy. In a 2 axis system, he would actually more into the Chaos Side, causing him to become CG vs say the king who is LN.

And if this set up look familiar its because I got it from Fable 3.

Speaking of which, Fable 3 is a perfect example of the problems with only have G/E bar. Building sweat shops and working your people ragged is actually NOT evil. The people may call you evil and a horrid person but technically it is not evil. If anything, institutiong heavy tax systems and strict legal code would actually amke you more LN than anything...


Okay, just for clarification, you said you want the pro's and con's of using alignments.

So this a discussion on "How should we use the alignment system to improve gameplay?" as opposed to "What does it mean to be Lawful/Good/Chaotic/Evil/Neutral?" right?

Edit: Nevermind, I followed the link. So you want examples of the big 9 and to define each alignment. Ok.


The problem with alignment is that it is measured against extremes and then used to bludgeon and shackle the PCs. It can be a very useful tool as a guideline for character development and role play, but mechanically tying it to every creature has turned it from useful tool to dreaded burden. The fact of it being measured in extremes and the lack of clear guidelines for at what point an alignment change is triggered lead toward reactions of any action counter to stated alignment trigger alignment changes.

An additional specific that makes matters even more problematic is the Law/Chaos axis vs Order/Chaos axis. While Lawful Good rolls off the tongue better than Ordered (Orderly?) Good, it carries with it for many the connotation of legalities (which can end up surprisingly chaotic) rather than order.

Personally (and as a house rule) I believe that as a game mechanic alignment should only apply to creatures native to an aligned plane. (The devs working on 5e D&D seem to have gone this route as well.)

Liberty's Edge

Rick Hart wrote:

I've recently started discussing alignment, and would love some more input. We've started looking at the pro's and con's of using alignments, and intend to start looking at each alignment in turn. I would really value your input, and welcome all comments.

http://wp.me/p4QvVz-E

And yes, I know the meme is flawed!

I fixed all of my issues with this link:

http://www.escapistmagazine.com/articles/view/tabletop/checkfortraps/8386-A ll-About-Alignment


Rick Hart wrote:

We've started looking at the pro's and con's of using alignments, and intend to start looking at each alignment in turn. I would really value your input, and welcome all comments.

Honestly? There is none.

I've only ever used alignments because it is a stat. Spells and features are affected by alignment.

The biggest issue is that people, fictional or otherwise, have to complex of personalities to be defined by nine different alignments. Not to mention all the different interpretations of what alignments are - particularly Law and Chaos. Lawful could be someone who follows the law... Or follows a code of conduct/order. Even something like Evil is entirely subjective.
An assassin, for instance, could be considered either Lawful Neutral (does not enjoy killing, does it as a profession, and follows a strict set of rules about assassination) or Chaotic Evil (does not follow the law, prefers freedom of thought, and is uncaring about murder) and still be the same character with the same personality and character traits.

In my years of gaming, I have never - not even once - seen alignment be used for anything except restricting what both players and GMs can do to tell a story or make characters. If you've been rolling all this time without alignment and have been doing fine, I sincerely suggest you keep on trucking with that.


This website helped me understand every alignment and the subpages for each alignment gives examples of characters with the alignments and further clarifies each alignment.

The pros and cons of having alignment really depend on the group you have. I personally like alignment as it helps me define my characters and gives me a guideline for how they should act.

Alignment is not a straitjacket. You can occasionally do something against your alignment. Obviously you can't go too far but that's why the GM is there. The Paladin can jaywalk from time to time but he can't murder a baby. The line isn't as fuzzy as some people seem to think.

The best games I've played are the ones where the GM didn't care all that much about alignment after character creation. If you have good enough players everything will work out in the end. For example, I was playing a CN Barbarian in a country in the middle of a civil war. I sided against the rebels and with the lawful authority. At first, I just went against the rebels because their plan sucked and I didn't want to waste my time correct their numerous flaws. As I went on I found another, more chaotic reason to side with the Empress: she was a slammin' hottie. We worked out a reasonable compromise with the rebels the Cleric supported and my character married the Empress. My actions were kinda Lawful but also Chaotic enough that my GM didn't have to worry about it.

Really I find alignment most useful for GMs. The guideline the players choose helps you in determine the best situations to challenge them. Having a choice to steal a valuable Macguffin or guard it is not hard for a LG character but for a CN character it could be an opportunity for good roleplay and moving the story along.

Sovereign Court

Just use alignments as a general description of your character and not a box your character is stuck in and you'll be fine.


K177Y C47 wrote:
Lets say you take the Paladin out pretty quick and then high tail it out of there. So, how would you think this act falls in the alignment spectrum?

Your example is flawed, and I will get to why in a second. But first:

It's both chaotic and evil.

On the chaos side, you just decided to deliberately and illegally hamper an agent of local law enforcement. So that's chaotic.

On the good-evil side, yes the person being a paladin is irrelevant. The fact that the barbarian used lethal violence as a first resort is evil. No getting round that. If the "taking out" had involved non-lethal damage, or lethal damage applied to unconsciousness and then some healing magic, then there might be grounds for debate. But killing someone because you're essentially to bored to listen to them or pay attention to the notion that they might be in the right? Yes, that's evil. The point where you spontaneously decide that someone else's life is worth less than your convenience - that's evil.

Now onto that flaw. The paladins in your example are supposed to be good, and also lawful. Because that's what paladins are in this system. Note they have an aura of Good, not an aura of Law. Now, approaching a potential criminal and assuming they're guilty - that's probably not lawful (depending on local laws vis-a-vis presumed innocence), but it's not good either. The good approach to a potential criminal is to start by politely asking them to come in for some questioning. Because the good approach has to take into account the possibility that the people you're talking to are innocent and that you're about to waste some of their time with your questions.

Which is why "holier than thou and don't they know it" is not the way to play paladins, or anyone genuinely good. A really good person might or might not be better than you, but they don't want to be - they want you to be just as enlightened. And they're hoping to set a good example so that you become better. Which means not treating you like shit.


K177Y C47 wrote:
Speaking of which, Fable 3 is a perfect example of the problems with only have G/E bar. Building sweat shops and working your people ragged is actually NOT evil. The people may call you evil and a horrid person but technically it is not evil.

Evil is about selfishness. If you're building sweat shops to make yourself a ton of money, that's evil. If you're building sweatshops to make a ton of money to save the world, then that's a "for the greater good" situation and... well, it's probably still evil, honestly. It might make neutral, depending on situation, but probably not. I mean, are all the sweat shops going to close when the threat is gone? Is every penny going to go on fighting? No.

Selfish people facing a world-ending scenario still want to stop it, because they live here too.

EG, from buffy the vampire slayer, season 2:
Buffy: "What do you want?"
Spike: "I told you. I want to stop Angel. I want to save the world."
Buffy: "Okay, you do remember that you're a vampire, right?"
Spike: "We like to talk big, vampires do. "I'm going to destroy the world." It's just tough guy talk. Struttin' around with your friends over a pint of blood. The truth is, I like this world. You've got... dog racing, Manchester United, and you've got people. Billions of people walking around like Happy Meals with legs. It's all right here. But then someone comes along with a vision. With a real... passion for destruction. Angel could pull it off. Goodbye, Piccadilly. Farewell, Leicester bloody Square. You know what I'm saying? "

The good option in the fable 3 situation? The good option wasn't allowed in game. The good option is to share the information you have with everyone, and see if you can't get them all on board to do something about it.


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I'm with Bardarok on the law-chaos being badly defined thing. I'm playing a character whose alignment is officially chaotic neutral. She doesn't really like the notion of law, or think of it as a useful tool on a national level. So in those terms she's an anarchist. But she's an intelligent anarchist, and she's not particularly malicious, so she tends to leave other people's property alone simply because it's not good to steal. And while she doesn't respect arbitrary rules from notional entities, she does believe in keeping her word. If she negotiates, it's generally in good faith.

It's the distinction between "an agreement I made" and "a rule that was imposed on me". She doesn't value the rules for the sake of rules. But she does value the notion of an agreement.


Lucy_Valentine wrote:
The good option in the fable 3 situation? The good option wasn't allowed in game. The good option is to share the information you have with everyone, and see if you can't get them all on board to do something about it.

I thought the good option was paying for everything yourself, out of pocket, because you're everybody's reasonable landlady. Not too dissimilar from what a queen or king was.


Bardarok wrote:
So I'd start by saying the Law-Chaos Axis is less well defined than the Good-Evil axis because characters can have vastly different views of what Law is.

Heh...I disagree. Ever read Beyond Good and Evil, by F. Nietzsche?

I'd say there is more consensus among westerners (though not so much between cultures) as to what is good and what is evil, but that doesn't make the consensus correct.

I tend to not use alignment, at all, in my games, and settle alignment-dependent effects like spells and smiting with respect to whether or not they further the agenda of the god(s) served. This means, among other things, that atheist arcane casters only gain the benefits vs. outsiders from magic circles, and I'm willing to live with that.


Scythia wrote:
I thought the good option was paying for everything yourself, out of pocket, because you're everybody's reasonable landlady. Not too dissimilar from what a queen or king was.

Well, yes. But if sweatshops are even on the table as a potentially-not-evil option then we must have passed the point where "paying yourself" was actually an option. I mean, if you can afford it, then it isn't a crisis.


So there's one thing about removing alignment that makes things a little complicated, and that's alignment based effects like various spells, weapon enchants, and smite. Obviously the simple option is to take all those out of the game.

The more complicated but still workable option is to keep the mechanics as they relate to effect, but change the triggers to be in tune with the moral codes of various deities. Essentially "alignment" becomes following a particular deity, and alignment based effects cease to have meaning outside of specific religions.

As an example, a wizard wouldn't by default be able to cast "protection from evil" and just have it work. But a wizard who worshipped* Pharasma would be able to cast "protection from undead and necromancy" using the same mechanics, because Pharasma really hates that stuff.

* or just venerated, if you like.

This narrows the focus of alignment-based effects. But it does make them make a lot more metaphysical sense from some perspectives.


Lucy_Valentine wrote:
K177Y C47 wrote:
Lets say you take the Paladin out pretty quick and then high tail it out of there. So, how would you think this act falls in the alignment spectrum?

Your example is flawed, and I will get to why in a second. But first:

It's both chaotic and evil.

On the chaos side, you just decided to deliberately and illegally hamper an agent of local law enforcement. So that's chaotic.

On the good-evil side, yes the person being a paladin is irrelevant. The fact that the barbarian used lethal violence as a first resort is evil. No getting round that. If the "taking out" had involved non-lethal damage, or lethal damage applied to unconsciousness and then some healing magic, then there might be grounds for debate. But killing someone because you're essentially to bored to listen to them or pay attention to the notion that they might be in the right? Yes, that's evil. The point where you spontaneously decide that someone else's life is worth less than your convenience - that's evil.

Now onto that flaw. The paladins in your example are supposed to be good, and also lawful. Because that's what paladins are in this system. Note they have an aura of Good, not an aura of Law. Now, approaching a potential criminal and assuming they're guilty - that's probably not lawful (depending on local laws vis-a-vis presumed innocence), but it's not good either. The good approach to a potential criminal is to start by politely asking them to come in for some questioning. Because the good approach has to take into account the possibility that the people you're talking to are innocent and that you're about to waste some of their time with your questions.

Which is why "holier than thou and don't they know it" is not the way to play paladins, or anyone genuinely good. A really good person might or might not be better than you, but they don't want to be - they want you to be just as enlightened. And they're hoping to set a good example so that you become better. Which means not treating you treating you like s*$@.

Except that it is evil because you deem it so.

Like I said in the example. Lets say the barbarian is from a culture of "the strong lead, and if the someone challenges the strong, he is to step up" i.e. "stereo typical barbarian culture". The Paladin being aggressive would be a challenge to the barbarian and the barbarian simply answered his challange. Additionally, barbarians are well known (well the "stereo typical culture" ones) to be very protective of those they deem "part of the clan" from outsiders. Having a random dude coming up trying to take him away would be an affront to the barbarian. And what rightful barbarian would use "non-lethal" means of his weapon to a challenger? You are applying your own personal views of good vs evil on the law vs chaos axis.

As for the Paladin's approach, that is not quite correct either. There are many common examples of the "Holier-than-thou" paladin and Paladins do not necessarily need to be nice. Note also how I said the Rogue stole an item from the Church. That would be a personal affront to the Paladin as well. What you are saying is the POLITE approach, but POLITENESS and rudeness have absolutely nothing to do with "Good vs evil" in fact, that is another classic example of "law vs chaos", but its a very minor example (like saying you are "evil" for tipping a waitress only 3% vs the more standard
10%"). There is nothing wrong with the Paladin's approach.

The "good" approach does not need to assume one is innocent. Have you not read some of the right ups of the celestials? Who are the PHYSICAL EMBODIMENT of their alignment. Many of the LG ones are the shining example (no pun intended) of the stick up the rear, arrogant, know-it-alls who are the first to condemn a person.

As for the whole "trying to enlighten them" that is not entirely correct either. Sure, mayne that may be the case, but that is not the only way to play LG. There is also the "Punish the evil to stomp out evil" approach than many Archons and such use. And Paladins IF ANYONE are NOTORIOUS for playing "Lawful stupid" or "Stick in the arse stuck up".

Granted, it may not be the best attitude FOR A PARTY SETTING (because you will quickly piss off everyone else) but in a real world setting, it is not uncommon.. at all.

The Exchange

5ed does interesting stuff with alignments.

Creatures created by the gods of good or neutral alignments are effectively left to make their choices. Their general alignments could be anything, and could indeed change throughout their lifetime.

The evil type gods though, they refuse to allow their creations that type of freedom, so their races are pretty much the alignment of the gods. It's possible for some to break free, buts a constant struggle against their basic nature.

In this situation, trying to put your own real life slant on what is and isn't evil is meaningless. We don't have gods directly intervening in our lives and natures like we see in DnD or Pathfinder.

Interestingly, 5ed also changed things like smite evil and detect evil etc to only work against undead and outsiders. Mechanically wise, it's a much better system balance wise for alignments. Worth reading and possibly pilfering for your own games if Pathfinder style alignment doesn't work for you.

Cheers


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K177Y C47 wrote:
Except that it is evil because you deem it so.

You're arguing the "all morality is relative" position. And I disagree, because pathfinder explicitly doesn't work like that. Of course, you don't have to have those absolutes in your game, but they're in the default rules.

Consider: you're taking the character's emotional response to a situation, and assuming that acting entirely based on that response is okay and normal. It might be normal, I agree it's common, but it isn't okay. "Good" doesn't do that. Evil does that. Neutral does that sometimes. Good works hard not to do that and regrets it when it fails.

Pathfinder uses good=selfless and evil=selfish. If a character gets annoyed by a thing and then responds based on their annoyance, they are prioritising their own emotion over the morality of the situation. That's an inherently selfish thing to do, i.e. inherently evil. If someone annoys me and I stab them, I've valued my annoyance over their life. That's evil. If I'm good, or aspire to be good, I have to not do that. Which is okay, I've avoided stabbing oh so many people in real life :-)

So the paladins, sure they're annoyed. But they have to be better than that. The law says they should take the guy in for questioning. Both (probably) the law and (far more importantly) morality says they have to assume innocence. They might not like that, their instincts might go against it, but they do have to just f~$*ing do it, because that's their job and their code and everything they are supposed to be. Meanwhile the barbarian isn't the suspect. So they want the barbarian in for questioning, maybe, but they certainly want them to step out of the way so they can take the suspect. And they know that telling a person to f~&! off just because they're in a bad mood isn't okay, so they have to not do that. Lashing out at other people? Prioritising your emotions over theirs? Also evil. Pretty minor, still evil.

As for the barbarian? He's evil. Why? Because he prioritised his own values over someone else's life. And you can say that's a result of his cultural upbringing if you like, and it may even be true, but it doesn't stop it being evil. If his desire not to be mildly inconvenienced is worth more than another person life, to him, then he is evil.
And if you don't like that... well, don't play the barbarian like that. Play the barbarian as verbally interceding, or something.

As for the idea that politeness is not good. Well, it isn't necessarily. Evil people can be polite too! But good is polite. Because politeness means "trying to say things in nice ways that don't hurt other people's feelings". Good values other people's feelings. Therefore good puts effort into not hurting them. Therefore good is polite... or at least, is trying to be polite. Obviously success is not guaranteed.

K177Y C47 wrote:
And Paladins IF ANYONE are NOTORIOUS for playing "Lawful stupid" or "Stick in the arse stuck up".

It's fair to say the class has that reputation. And I find it really really annoying, because it means they're doing it wrong. Just, absolutely, doing it wrong. The values of "good" are there in the book, and they don't fit with that.

Playing a paladin properly is actually really hard. Playing good means putting your character out for other people. It means not looking the other way when bad shit happens. It means not letting your annoyance boil over into stabbing. And more, it means balancing law against good, in situations where the two absolutely can be opposed. Pretty frequently it means bandaging up fallen enemies, because you had to put them down, but you aren't allowed to kill them. It means using resources on people you don't like and who don't like you. It means tough choices, and losing out on treasure, and taking more risks than you would otherwise.

The lawful stupid douchebag approach doesn't do that. It's either a lazy replication of a stupid stereotype, or it's just trolling- whether that be trolling religion or trolling the rest of the table. I'm not religious and don't actually like religion, but I long ago lost any urge to troll religion in the general sense and if I wanted to troll someone I really wouldn't want to game with them. The lawful stupid douchebag isn't usually lawful, isn't usually good, and probably should just quit playing a paladin and play either a neutral or evil hellknight or the barbarian from your example.

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