Help with an alignment system

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Ozymandias's picture
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Help with an alignment system

I'm working on running a Planescape setting with 4th Edition rules. My intent is to create an alignment system that is 1) based on the classic AD&D alignments, and 2) that provides some form of measurable game benefit. The final product does not have to be an exact copy, nor does it even need to closely reflect the original. All that matters is that it is something that can be fitted into the Planescape setting.

I have a few ideas already, inspired in part by discussion on this and other forums.

For example, the Wereworlf game (1st edition, I think) had a way of keeping track of and rewarding character behavior. The books outline specific actions and how they relate to different measures of Renown. I might use something like this, whereby the four components of Alignment (good, evil, law and chaos) are tracked by the player with a point system. More points in one component means a leaning toward that alignment. For example, a lawful good character would start with 10 points divided between law and good (most likely 5 each). If the character performs notably good acts (based on concrete examples), he advances his good rating.

I see problems already, though, which is why I'm soliciting help. What kind of actions can I define as good, or evil, or whatever? Should I look for different qualifying adjectives, like honor or glory? (Those two are terms used in Werewolf, BTW.) Once I've decided how to define alignment, what actions belong to each category? What sort of benefits can I provide to characters for having an alignment score?

For the purposes of this discussion, I welcome thoughts and opinions about the old alignment system, including stong negative ones, because it helps to identify the problems. After all, you can't fix something if you don't know what's wrong with it. However, I want it known that I intend to fix the problems, because, as I see it, alignment is integral to the Planescape experience. I could simply use 2nd edition rules, but I've grown fond of 4th edition mechanics, and I'd rather my players get some use of the books they've invested in.

Final note: if you know of a thread that already discusses these concepts, please let me know. I've been searching, but I haven't found any so far. Any help anyone can provide will be greatly appreciated.

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Zimrazim's picture
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Re: Help with an alignment system

One thing about your proposed alignment system: Make sure it doesn't punish characters if they aren't extreme examples of a given alignment. I think that some of the most interesting (and psychologically realistic) characters are those that have a mix of alignment traits.

A classic example might be a villain who has some 'heroic' or nonevil traits. A villain who is generous and loyal to his family/close friends, but extremely villainous toward members of a kingdom that his kingdom is at war with, members of an opposed religion, the very poor, etc.

Ozymandias wrote:
What kind of actions can I define as good, or evil, or whatever?

While actions are obviously important, don't forget to include the character's motivations in a discussion of alignment, too. For example, a PC breaks into a city's treasury and takes all that gold. The lawful character does this to a city of an opposed civilization (or a rogue member of his own civilization), and does it because his superiors ordered him to. A CG character might do this in the city of an evil tyrant, in order to deprive that evil tyrant of his gold and distribute his ill-gotten wealth among do-gooders. The NE might want all that gold for himself. The LE already has a document in hand giving him the right to loot the treasury. Same action, completely different motivations.

You can have specific actions on your list (example: torturing someone for pleasure is presumably an always-evil act), but you want to look for patterns of behavior and motivations when determining alignment. If you have a PC who is consistently willing to defy authority figures/institutions if those authority figures are acting in a way that the PC believes to be opposed to goodness, you probably have a CG. If you have a PC who consistently uses the local laws as a way to control or harm other people and advance his own interests, you probably have an LE character.

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Hyena of Ice's picture
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Re: Help with an alignment system

Bear in mind that there are overlaps between evil and true neutral as well as evil and chaotic neutral alignment traits. The general rules are thus:

True Neutral: there are two primary types of this. Adherence to "balance", and survivalism. The latter covers the alignment of animals and plants as well as elementals, while the former covers the priests of neutral time deities, the Elemental Lords from Forgotten Realms/Planescape, and the Rilmani.

Chaotic Neutral characters come in various forms. There's the unpredictable Slaadi etc., and then there's also the mad scientist (there are two types of mad scientists-- chaotic neutral and neutral evil. Neutral Evil ones view their subjects as play-things and experiment because they like to "play God". and "just because I can" They view all lifeforms as expendable commodities. Chaotic Neutral ones generally encompass the classic early 20th century horror movie scientist like Frankenstein. They experiment on victims against their will, but view the twisted creations resulting from these victims as their own children. They tend to be insane.)

Chaotic Good characters encompass the likes of Zorro, Robin Hood, 3 Muskateers, Lupin, (and Lupin III from the anime based on the original novels), and The Pretender (if you recall that mid 90's TV show). Chaotic Good characters are the bad-boys who break the law, but have good hearts and a strict honor system. The wild west outlaw protagonists are another example of this.

Neutral Evil could be better summed up as "neutral selfish". Neutral Evil characters will resort to any means so long as it benefits them. Neutral Evil also includes pure evil destroyers such as Tharizdun and The Patient One.
Neutral Evil lawyers are crooked lawyers not above breaking the law to benefit their client, such as witness tampering.
Lawful evil characters are tyrants, crooked cops, hypocritical Midieval Catholic priests, etc. They adhere to the law to a fault but often take creative liberties when the exact wording of the laws are vague. Lawful evil lawyers are those who don't care about their client's guilt and even do their best to obstruct the prosecution (and esp. vice versa), though they won't disobey the letter of the law. Vague laws and bills are among their best friends.

Chaotic Evil characters are more difficult to pinpoint, and there is more variation among them than among other alignments. Tropes include:
--The evil free-spirit
--The evil rioter and other lovers of mayhem (Tanar'ri fall under this definition)
--Alien and foreign types of Lovecraftian evil (e.g. Far Realm, Obyrith, Tharizdun, Great Mother, the Voidspawn, etc.)
--Completely random types of evil (often lovecraftian) (again, Far Realm)
--The destroyer of the Multiverse (Tharizdun and co)
--Insane pure evil (again, Tharizdun)

Neutral good is, of course, pure good without respects to evil or law. Neutral Good characters do what they think is "right", even if it means defying the law. Whereas Lawful Good characters must go through procedure before they can act against their government or an employer.

Lawful Good needs little explanation as it's the best defined alignment in D&D, but one thing should be mentioned-- Lawful Good characters don't just include the paladin, the cleric, and the crusader. They also include the good-hearted lawmaker who must uphold the law even if he finds it disgusting. While such lawful good characters will not reach a hand out to the downtrodden directly, they are no less Lawful Good-- their role instead is to use the law and bureaucracy as a tool to bring about justice. A kind-hearted but law-abiding ALCU lawyer is a prime example of a lawful good lawyer, who never breaks the law even if it is unjust and immoral, but instead campaigns, writes, etc. bills that correct this injustice in the future. Lawful good defense lawyers generally refuse to defend clients they know to be guilty, instead referring them to a lawful neutral lawyer.

Lawful Neutral characters are essentially legalists-- law makes right. Examples include impartial lawyers and impartial cops. Lawful Neutral characters may have lawful good or even neutral good hearts (at least IRL), but are bound by oath to serve the law impartially, and believe that as authority figures, they cannot disobey the law without destroying the entire system which holds their society in check. Lawful neutral lawyers will defend clients they know to be guilty impartially, but may view them as disgusting.

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