The Incredibles and alignment


Movies


(Posted this a few years ago, reposting because Incredibles 2 is almost here.)

So, just watched The Incredibles with the kids, and it occurs to me that some aspects of this movie fit the classic D&D alignment system neatly.

Bob (Mr. Incredible) Parr is Neutral Good. He just wants to be a hero and help people and save the world! He's neither lawful nor chaotic -- he is, purely and simply, a do-gooder. He literally can't bring himself to do an evil act (killing Mirage).

-- Could Bob be Chaotic Good? I don't see it myself. He chafes under the Lawful regime, but it doesn't drive him nuts. He sticks it out at his hell-job until circumstances drive him over the edge. In fact, look how he deals with his job at the insurance company: he helps customers *figure out* the rules, but without *breaking* the rules. A chaotic character would have quit in disgust, or would have gone for full-on forging stuff and lying (or quietly ambushing the evil boss) instead of giving people advice on how to work within the system.

Further: he's faithful to Helen and a good, loyal husband and father -- as long as he's able to do good. It's not the rules that are driving him crazy! He doesn't love rules, but he can live with them. It's the not-doing-good part.

Finally, note that -- despite his "I work alone!" at the beginning -- Bob is an instinctive team player.* He partners with Frozone, then he's enthusiastically part of Syndrome's organization, then he's part of the Incredibles. He's not a loner, nor does he suddenly rush off on wild impulses. And he doesn't feel the need to be in charge -- he's happy to submit to Mirage's mysterious boss, or take good advice from Helen. His main motivation is not freedom or self-actualization, but just Doing Good.

The regime the Parrs live under for most of the movie is Lawful Neutral. Superheroes are chaotic and messy, so let's get rid of them. What matters is not right or wrong, but order and following the rules. Notice Bob's government handler's reaction? He's not upset with Bob for crippling the evil boss, but neither is he understanding of Bob's frustration. He's weary and annoyed because Bob is _not following the rules_.

Helen (Elastigirl) Parr is completely Lawful Good. She's not delighted about the regime they live under, but she doesn't chafe under it the way Bob does. She, not Bob, is the one who's always giving rules to the kids; she, not Bob, gets annoyed when people don't do what's _correct_ (as opposed to what's right). Notice her complete disbelief at the possibility that the island might fire missiles at an unarmed civilian aircraft. That's why she spends five minutes going CAN'T YOU HEAR ME? instead of getting the hell out of that plane. And then the first thing she does after crashing on the island is sit the kids down and explain the new rules to them.

She's not Lawful Stupid. She bounces back from that and does a much better job of rescuing Bob than he was doing of rescuing himself, and in general she's at least as smart and competent as he is. But being Lawful does give her a bit of a blind spot. See also how easily she's suckered by Bob's tales of promotions and conferences.

Bob's evil boss is of course completely Lawful Evil. "He's hurt!" "Well let's hope he's not insured with us, heh heh." Notice that he commits the classic LE error of overdominating and pushing a minion too far.

Most of the other characters are not sketched out in enough detail to provide an alignment (and, of course, the classic alignment system is a very imperfect tool at best). Syndrome is probably NE, the utterly self-centered sociopath variant, though I supposed you could argue for CE. Maybe Edna is true Neutral (good bad law chaos, bah I serve ART!). Leave that bide.

What's interesting is that Bob and Helen are both flawed characters, and flawed in ways that fit neatly into alignment. Bob's flaw is that he's frustrated (because he can't do good) and frustration makes him cranky and ill-tempered for most of the first third of the movie. (This is one of several places where the movie does a really good job of threading a needle -- they had to emphasize Bob's frustration and despair without making us dislike him. Harder than it looks.) NG characters aren't all sweetness and light, and that's doubly so if they're not being allowed to express their nature. Bob never does anything really bad, but he gets shifty and dishonest and kind of unpleasant to be around.

Helen's flaw is that she's gullible: she's following the rules, so she reflexively thinks everyone else will too. (And she gets pissed off when they don't, in a way that Bob doesn't.) Again, both psychologically plausible and consistent with the alignment system.

TLDR: you could totally grab these personality types for your campaign, either as a player or a DM.

Doug M.

*One of several clever things in this movie: everyone becomes the opposite of what they claim to be in the first ten minutes. Helen wants to save the world; she ends up being a housewife. Frozone is a player; he ends up married and settled down. Bob says he just wants some peace and quiet; he ends up getting it and it drives him nuts. And Buddy wants to be a hero.


Douglas Muir 406 wrote:

Bob... literally can't bring himself to do an evil act (killing Mirage).

<snip>

Bob never does anything really bad...

Well, he does kill several guards in order to break into Syndrome's compound.

Douglas Muir 406 wrote:
Notice Bob's government handler's reaction? He's not upset with Bob for crippling the evil boss, but neither is he understanding of Bob's frustration. He's weary and annoyed because Bob is _not following the rules_.

I don't know. I thought he was weary and annoyed because Bob's childish outbursts kept costing his department money. I should think that would annoy most people of ANY alignment.

Sovereign Court

Evil people don't count as evil acts when you kill them.


The world should just be put into a bottle.

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