Relay-Version: version B 2.10 5/3/83; site utzoo.UUCP Posting-Version: version B 2.10.3 alpha 4/15/85; site cbosgd.UUCP Path: utzoo!watmath!clyde!cbosgd!djb From: djb@cbosgd.UUCP (David J. Bryant) Newsgroups: net.games.frp Subject: Alignment Message-ID: <1139@cbosgd.UUCP> Date: Mon, 6-May-85 10:34:12 EDT Article-I.D.: cbosgd.1139 Posted: Mon May 6 10:34:12 1985 Date-Received: Wed, 8-May-85 01:41:01 EDT Organization: AT&T Bell Laboratories, Columbus, Oh Lines: 60 I think that most of the controversy about playing/DM'ing Paladins stems from a basic lack of general agreement on alignment. I have found that the concept of alignment, although essential to the game, is perhaps the hardest thing to explain to new players, and also the most difficult aspect of the role-playing that is central to FRP games. In order to make it easier for me as both a player and a DM, I have tried to come up with a simplified explanation of the various alignment components so that it is easier for me to consistantly play/DM characters. It would be interesting to me to have this subject discussed widely among the serious, experienced FRP'ers on the net to see if we can perhaps further refine the concept, and hammer out some reasonably acceptable common foundation for discussing alignment and dealing with alignment-based game events. To start things off, here are the basic interpretations I use. Let me say beforhand that I realize we are trying to embody an amazingly complex set of concepts in a small 3x3 matrix of alignment components, and are therefore going to radically over simplify. Given the importance of alignment, however, I am willing to accept considerable oversimplification in the interest of clarity and ease of consistent play. LAWFUL - Hold the concept of Law most dear. Believes that the individual must make sacrifices in the interest of society/community. "The needs of the many outway the needs of the few, or the one." People who violate the society/LAW concept should be punished (although punishment may not be meted out until the "afterlife".) CHAOTIC - Believes that he/she is most important, and is unwilling to give up any freedoms or opportunities in the interest of a larger group. This makes CHAOTICS often the destabilizing element in an adventuring party. ("I want to see what's behind that curtain, and don't care what the rest of you think...") Remember that CHAOS is not necessarily either GOOD or EVIL (see below). GOOD - Believes that each individual's right to life is sacred. Obviously there will be variation in the definition of "individual" in each GOOD character's mind. (Use common sense here - the 47,373 microbes you killed upon taking a deep breath are not "individuals"). EVIL - Asigns no special meaning to "life", and will indiscriminately take the life of another without remorse. If asked to philosophize, an EVIL character will perhaps indicate that creatures must justify their existance. NEUTRAL - Balanced between each of the two opposing forces. This is generally not hard to imagine, although it is often difficult to balance in the long run (true-neutrals often evidence an alignment drift over a long period of playing, even though they won't admit it.) Comments? Please remember to keep these "definitions" simple. I don't want to have to hand players a ten page treatise when they ask me about my interpretation of alignment. David Bryant AT&T Bell Laboratories Columbus, OH (614) 860-4516 (cbosgd!djb) ps: Many others, even the Obnoxious EGG have expounded at length on the topic "Lawful Good != Lawful Stupid". In particular, it galls me to see people insist that a 1st level LG character would charge head-first into a room that contains four Balrogs. Nothing could be further from the truth. (Well, perhaps if the character's intelligence was 6 or less...).