Dungeons And Dragons Alignment – It’s More A Guideline
I am sure that I have written about this before. But it recently came up for me again as someone who plays Dungeons and Dragons, what alignment means. Actually, it is even used in Roll Player Adventures, the board game, if you have the expansion. The reason to talk about Alignment (and this delves into background or backstory), is that it can be a problem in a game.
Problems With Alignment
The problem that stems from the Dungeons and Dragons alignment system, besides some races being inherently evil, is mainly on the player side of things. And this is not a problem that is inherent in every player. And it is something that the Dungeon (Game) Master needs to be on the lookout for as well. But I haven’t said what the problem is yet.
The problem with alignment is when it is used as the only rule for how your player reacts. If you are a lawful good cleric and the party does something technically against the law, you report it. Because that is what your character would do. If you are a chaotic neutral rogue who loves the steal, you steal from your party. Because that is what your character would do.
It’s the idea that your character is only going to make decisions based off of their alignment. Everything else, that is out the window. And alignment is used to justify things when it hurts the fun of everyone at the table. I’m a chaotic neutral rogue, so of course I steal. Well, the lawful good cleric just reported you to the town guard.
Alignment Is A Guideline
So what good is alignment then? If you don’t use it to make your decisions does it really matter that much? I argue that alignment is a great guideline. And by that I mean that it doesn’t count for everything, but it does a little bit.
In terms of actual at the table play, the best use of alignment is when you as a player don’t know what to do. So instead of slowing down the game trying to figure out what the perfect decision is, use your alignment. Through the filter of being chaotic neutral or lawful good, what option would you most likely pick.
It is also a good guideline for simple things. In real life, basic decisions we generally don’t spend as much time on. For example, I don’t spend 40 minutes picking out an outfit for a relaxing Friday evening, which t-shirt doesn’t matter, I just grab and go. And what that is might be different for you, but we all have some we don’t think about much. The same is true for your Dungeons and Dragons character. Alignment might not influence that basic a decision much, but it’s a good lens.
Finally, it’s a good guideline to potentially eliminate some responses. While lawful good Cleric is unlikely ever to drop into chaotic evil behavior, or even lawful evil, they might dip into lawful neutral, or neutral good. Maybe, if the situation is right, chaotic good. But really the few directly around them. So someone who is chaotic will make neutral decisions but probably never decisions because of a purely lawful reasoning.
But It’s What My Character Would Do
That is going to be the pushback with players who lean heavily into their alignment at all times. And it is something, for the gaming group, and the fun at the table, that needs to be addressed. Every once and a while doing something detrimental because “it’s what my character would do” is acceptable, but barely.
So why don’t you want to do that? The big reason is that it impacts the fun at the table. When you turn the rogue in for stealing from a manner because you are lawful good, that hurts the fun. When you steal from your party and they don’t catch you, that hurts the party’s fun.
And how is this behavior improved? Firstly, I think talk with the player. If it is the only way that they end up playing, they might not be a good fit for your table. But they might not realize it. If they can’t change or won’t, that is another conversation, and a tougher one to have. But they might not be right for your table.
If they are willing to work to improve, come up with ways that they can that won’t change the character too much. The example of something like this would be, rogue, don’t steal from your party, steal, but not from the party. The party are theoretically your friends, or you need them for something. They should kick you out or turn you over to the authorities if you steal from them. Or the lawful good cleric, what reason would you have to not notice when the rogue steals from the noble?
Final Thoughts
I do think that most players for Dungeons and Dragons, or any RPG, play with alignment as a guideline. But I also believe it is a topic that needs to be talked about. Because, when it goes bad, it can ruin a game, and more so, it can ruin a game group. What we want, even if you play with alignments more as a rule, I would guess you want more people to play.
So using alignment as a guideline helps make sure that everyone has more fun. And if your rogue really needs to steal that painting off the wall, work with the player so that they have a reason their character doesn’t know. You steal the painting, your fun, and now they don’t feel conflicted about their character not reporting yours to the authorities.
How do you use alignment? Have you had any horror stories where it went wrong? Or any great stories about how players worked it out?
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