“I am chaotic neutral” the players say while stabbing the orphan and throwing Molotov’s at innocent goblins .
Even when I
was gamemastering D&D 5e alignment, and its role was a thing
that rubbed me the wrong way almost every time it came up in a session. It feels like a
(roleplaying) prescription that most players do not really gel with overall. I
mean there is a reason most of them end up choosing some flavour of “chaotic
neutral”, the alignment equivalent to writing “I can do what I want” on a piece
of paper.
Even in my
chosen edition of D&D, which happens to be AD&D 2e with a heaping spoon
of house rules (which we will explore in more detail in later articles), the
nine point alignment chart, while more integrated into the games systems, felt
off. It could be the fact that most players treat is as a guide for their
characters personality. Or that in the
early stages of a dungeon-crawly game, alignment does not matter that much. Not
getting stabbed by goblins, paralyzed and eaten by ghouls or falling into a pit trap filled with
poison covered punji sticks (most likely dug by the goblins), seems to be the
highest priority.
I want the
alignment system in my game, to directly interface with both the implied arc of
old-school dungeons and dragons (which would in my opinion be characterized as
a progression from dungeon crawl to wilderness exploration to the domain-game)
and with the factions of the settings major conflict: Law (represented by
civilisation) vs Chaos (represented by the wilderness). I also want some sort
of descriptive moral component (I have chosen good/evil). To enable my players
to choose appropriate alignments for their characters, I provided the following document:
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