What are Alignments?
Are they like Classes?
Can I use Alignment in every Setting?
How do I combine Alignments & Classes?
Here’s how you may want to Align your characters.
The Traditional Alignment system
- It revolves around 2 axes:
- Good, Neutral & Evil
- Chaos, Neutral & Order/Lawful
- These 2 axes combined create 9 possible scenarios:
- Lawful Good
- Parangon/Exemplar
- Neutral Good
- Knight/Champion
- Chaotic Good (close to Chaotic Neutral)
- Hero/Revolutionary
- Lawful Neutral
- King/Arbiter
- True Neutral
- Mercenary/Leader
- Chaotic Neutral (close to Chaotic Good)
- Pirate/Anarchist
- Lawful Evil
- Dragon/Monolith
- Neutral Evil
- Fiend/Mask
- Chaotic Evil
- Jester/Beast
- Each of these combinations can be used as an archetype.
- They are an Effective & Straightforward way to create characters.
- Though, the characters may lack of depth or diversity, it’s not hard to add a twist to the archetype by adding a special quirk.
- Make an evil character more likable by showing her care for her partners/servants.
- Make a good character less polished by showing her lack of temperance at mealtime or/& her laziness when she ought to do chores.
Do not create a Universal system
- Alignments systems are dull because they dampen diversity?
- Only if you design an Universal frame of reference.
- Creating Layers of Complexity will create Diversity.
- What is considered Good in 1 part of the world can be considered Evil in another.
- You have at least 3 options when it comes to Potentially Undesirable acts:
- 1/The treatment is effective or desirable.
- 2/The treatment is ineffective or unacceptable or heinous.
- 3/The treatment is flawed but is still use for there is no alternative.
- 4/The treatment is legal or legitimate but has lapsed.
Potentially Undesirable acts:
- Murder & Assassination can be construed as Potentially Desirable acts.
- If a State Leader is threatening to unleash a new World War, most opposing powers, and even some allied powers, would unite to organize her assassination.
- Killing for protecting the self or another is recognized as a legitimate mean of action.
- On the opposite side, whatever system you are using, legitimating rape or sexual assaults is impossible.
- Because the only outcome of these acts is self-satisfaction at the expense of another.
- Self-satisfaction at the expense of another defines Ever Undesirable acts.
Applications
- In 1 part of your world corporal punishment is accepted as part of a child’s education.
- In another part people understood it was alienating to the child’s growth.
- In a 3rd part the corporal punishment is not illegal, but it is not used either.
- In 1 part of your world Death penalty will be considered effective.
- In a 2nd part is considered unacceptable.
- In a 3rd part people know it is a flawed system, especially in the case where innocent is incarcerated & then condemned.
- Mistakes happen
- But they have no alternative
- So they use it
- Death penalty is a great opportunity for you to create diversity in your worlds.
- The system is inherently flawed, it cannot be seen pertinent anymore, mostly because of the numbers of cases to study, but its original & core intent was & is to protect society from dangerous individuals.
- There are other cases of flawed or dangerous systems & treatments but this one is definitive.
- And therefore, allows to create definitive consequences.
Relativism, Utilitarianism & Necessity
Chaos & Order?
- Order is the Law.
- It does not signify that the Law is made for Good.
- Law is made to ensure Peace according to the Administration who has enacted it.
- In most cases, Your Core Laws must be Legitimate.
- They must embody Equity & Fairness.
- Or there will be a revolution.
- What’s Chaos?
- Chaos is Choice.
- The Choice to follow the Law or to deviate.
- Deviations operate when the Law is considered inappropriate.
- Chaotic character may commit crimes or they may follow the Law.
- Which happens most of the time.
- A Chaotic character react to an unfitting Law.
- They challenge Principles, Traditions & Edicts accepted by the largest part of the population.
- A Chaotic character act as she sees fit at the moment.
Good & Evil?
- Is it Arbitrary?
- Are there criteria to identify Good/Evil?
- Good is selfless, Evil is selfish.
- An Evil character will mostly satisfy herself.
- She will act at the expenses of another in order to acquire resources.
- A Good character will look for individuals to help.
- She will follow her good intentions to evolve & male the world around her evolve in the same way.
- Most of the time Good characters cares what others think.
- Most of the time Evil characters do not care what others think.
- Good is Hard, Evil is Easy.
- Laziness, Gluttony, Lust are easy.
- Evil is animalistic, it is natural.
- It requires little to no effort.
- Evil is essentially abandonment to one’s instincts.
- It is thrilling.
- It is Short-Term.
- Evil creates Relish.
- Temperance, Courage, Forgiveness are difficult.
- Good is individuating, it is humanizing.
- It requires effort, hardiness & consistency.
- Good is Control.
- It is taxing.
- It is Long-Term.
- Good creates Peace.
Neutrality is Necessity…
- There is Good everywhere, there is Bad everywhere.
- And there is Neutrality.
- Neutrality is Indifferent.
- They are not attracted by either following the Law or disrespecting the Law.
- They do not look for Relish, nor do they look for Peace.
- Order & Chaos are both the ways of the World, the Neutral character accepts it.
- Neutrality is Utilitarian.
- Neutral characters think of the Team’s best interest 1st.
- They do not seek self-satisfaction.
- They are not generous.
- They attempt to be fair.
- Neutrality is Balanced.
- The Neutral character will question both Order & Chaos.
- Her objective is Comprehension.
- Pondering Layers of Complexity will create Understanding.
Alignments are like Classes – They show Individuality
- Wherever, you wish to use them or not, you will use them.
- You will create courageous & defiant characters.
- You will create fun & serious characters.
- Hesitating & Domineering.
- You will create Humans.
- Alignments offer to your characters a sense of belonging.
- An identity.
- A tag.
- The freedom of choice of a character is only limited to the determinism she is subjected to.
- You will use alignment.
- So, if you think the traditional system is flawed, the best way out is to create a new one.
Alignment may not be as diversified as Class systems.
The solution?
Create a more complex Alignment system.
Redefined Alignments
- Create a system that show a progressive evolution.
- Create a system that shows people can change.
- Evil or Chaos sound stigmatizing.
- It may be more interesting to show how Good characters turn Evil (frustration).
- Or how Lawful characters may get away from the Law or even oppose it frontally (again, frustration).
- Here are 3 new axes that may replace the traditional ones:
- Self/Others
- Inner/Outer
- Relatable/Alien
- 3 Axes allows more complexe & progressive characterization.
- From Order to Chaos
- If a characters begins as Dogmatic she won’t become Obedient to others principles only to her own.
- Progressively, she may realize Principles & Rules dominates us if we do not try to Understand them.
- In the end, she may accept or reject the Principles, only after having questioned them.
- The Chaos to Order Progression is the most permeable and allows a great permeability.
- You can draw it as a Cycle:
- Imperious, Dogmatic, Obedient,
Principled, Decent, Selfless, Righteous,Independent, Ambitious, Universalist, Focused, Stimulated, Hedonistic, Achieving, Strong, Stable, Conform.
- From Evil to Good
- A Cruel individual can become Benevolent.
- However, the amount of pain this character will have to go through is so intense it could as well develop her Cruelty even further.
- Benevolence/Cruelty is the hardest progression to develop.
- Another way to adapt the 2 axes would be to mix them.
- There we add layers.
- We adapt each layer to the next one.
- We create Permeability, which allows characters to move.
- It gives us 5 layers:
- Law, Order & Peace
- Pondering, Knowledge & Understanding
- Satisfaction, Exploit & Dominance
- Instinct, Impulse & Freedom
- Synergy, Evolution & the World
Alignments, Context & Settings
Good Cities, Bad Cities – Clarity & Dullness
- Create places for Courageous, Hard-working champions?
- Create places for Cowardly, Lazy chumps?
- Is that really possible?
- Good people congregate to certain places.
- Bad people are created by certain places, certain eras.
- If your world is at war, characters have more chances to become Capricious or Utilitarian.
- Creating shelters for Good characters & for Evil characters will divide your world.
- It creates Clarity, the world is easily readable.
- It creates Dullness, the world becomes less believable.
Order Settlement
- Pure Order settlements may feel like autocracies.
- When in reality all that is wanted is order.
- But again, Order does not mean good.
- You may find yourself sleeping into the arms of a dictatorship.
- Order Settlements would be less interesting to explore than Chaos settlement, because they are more typical.
- They are real world settlements in most cases.
- They are well known & easy to integrate into your worlds.
Chaos Settlements?
- Would they work?
- Is society possible if there are no rules?
- Because if everybody is free to enact their will without repercussion that’s a rule…
- Classic.
- Pure Chaos settlement would probably not work at all.
- Because if it is purely chaotic then there is no boundaries to the Organization, to the Territory, or to the Members.
- Who’s part of the Settlement?
- People come & go as they please…
- Where is the Settlement?
- Where does it begin?
- Where does it end?
- What’s the core value of the Settlement?
- It would be no duress & no limits, but that’s not a real rule.
- “No rules” can never be a true rule, because it’s not compulsory.
- Moderate Chaos Settlements would be the most interesting Environments to explore, both in Game-play & Narrative.
- They may seem unreal, they may seem impossible.
- They are the theater of constant Crisis & Dissension while maintaining a fraction of Order.
- They offer the Tension & Diversity that most stories need.
Neutrality would win
- Neutral Settlements will probably be the largest in a world that is regarded as realistic.
- Neutral prevails mostly because humans love to have more choices available.
- Choosing between a selfless act, a selfish act, a legal act, an illegal act allows you to adapt your decision to the context.
- Is your character confronted to a difficult choice?
- Neutral Cities allow more lenience
- If you’re not caught, you’re not done
- Neutral Administrations are preoccupied by the numbers.
- Contentment of the majority.
- So, it would need core rules.
- Few rules.
- They understand how Freedom is important for the citizen.
- How Neutral Cities are born?
- Good cities thrive.
- In Good cities everyone is productive & self-sufficient.
- Evil cities struggle.
- In Evil cities everyone is productive, when it comes to Exploit others.
- Good cities are Stable.
- Evil cities are Unstable.
- Good cities attract & welcomes all.
- Evil cities repulse, until…
- Evil people come to Good cities.
- Evil people won’t become Good people.
- And Good cities won’t become Evil cities.
- It is the rise of Neutrality.