[net.games.frp] The Alignment Trap

jcg@cbosgd.UUCP (Jim Grams) (05/11/85)

Ah, alignment!  Now here is a topic that can really be latched onto.
(Please excuse the length of this, but I think I eventually get to
the point.  And I think it may be an interesting one, too.)

I've been FRPing for longer than I can remember, and have had a few
stints as a DM too.  As a DM, I try to invent everything, as I don't 
particularly like the sort of constraints that rules, pre-programmed
modules or the like impose on play.  However, there must be a framework
to play within, or sessions become terribly disorganized, and no fun at
all.  Therefore, I use AD&D in my campaigns.  Not because AD&D is good,
or even very playable, but because it is so pervasive, that is forms a
very convenient departure point for my campaigns.  Most of my players
prefer to think in terms of a rules format, and so calling the campaign
an AD&D one, serves many purposes.

When it comes to alignment, though, you can play many ways.  Some people
use alignment as a straight-jacket for their characters.  This obviously
can be done for Paladins who have some pretty hefty restrictions on their
behavior, but I have seen it applied to Neutrals and Chaotics just as
chokingly.  Other people tend to ignore alignment problems completely,
except when confronted by an obviously philosophical situation or question.
I have played and DMed alignment several ways and have learned a couple of
things:

1) Strict alignment rules are NOT critical to the play of the game.  The
	characters will evolve their own philosophies if left alone anyway.
	The AD&D alignment rules merely give players a way of realizing
	that their characters are supposed to have minds, consciences,
	philosophies, goals, souls, etc. and they should flesh them out
	to include such things.

2) No situation can be strictly decided on alignment alone.  The single
	paragraph descriptions of what Lawful Neutral is supposed to 
	mean will always be hopelessly inadequate.  It is like trying to
	live your life guided by messages you find in fortune cookies.
	The short descriptions are exactly what is needed to give someone
	a taste of alignments, but it must go farther than that.

3) Characters should never be single-minded.  Sure there are extreme types
	in any society (Jim Jones, Hitler, St. Francis D'Asissi, etc.) but
	the great majority of people, even major players, in history have
	moved around in their ideas, thinking, beliefs, etc.  (E.g. For
	example, how many of you have changed your thinking on Vietnam,
	The Church, Capital Punishment, Palestinians, etc. in your lives?)

4) Life is inherently mysterious, religion more so, FRP gods should be too.
	When a character does something claiming that God X requires the
	action, I hold my breath praying another character will cry out
	"How in the hell do you know that?"  Normally, the player will
	turn to the DM and say, "If I don't off this helpless, blind
	child, I'll lose my anti-paladin hood, right?"  To which my answer
	is ALWAYS, smiling, "Try it". 

Okay, you ask, where is all this going?  Well, recently I starting DMing
a slightly experimental campaign.  I convinced a number of experienced
players who were used to playing high-level characters to start over using
naive 1st level characters.  The campaign has centered on a small, back-water
town near where the characters grew up.  The populace is hopelessly ignorant
about religious issues and the alignments of the locals are so hard to
figure out the players have expressed dismay at the lack of signs I have
put into the environment to tell them how to act.  Their own alignments are
indistinct, the gods mostly unknown to them, their actions mostly un-
directed by questions of philosophy.  There is only a small, terribly
administered shrine to Cor'Thankil, reputedly a God of Mountains.  The single
cleric in the party "worships" Cor'Thankil without understanding him/her.
Her powers at this stage seem more a mystery (especially to the other party
members who are being played by players whose clerics in the past have been
just as likely to be found lunching with their deity than serving it) than a
clerical skill.  Paladins are, so far, unheard of in the region.

Interestingly, the party has begun to miss some of the old structure, asking
the DM why I let the cleric (who behaves, shall we say, dangerously chaotic,
at times) retain powers when she obviously has no conception of what she is
doing.  I answer, "she thinks she knows what she is doing".  Their adversaries,
so far, are being characterized (by them) as evil types.  Enslavers of magic
users, captains of orcs, thieves, murderers, etc.  They continue to make
assumptions about what is going on, and how they should behave, on their
own, without me telling them that such and such an act is inappropriate or
not.  Some players don't seem to like this as much, but others, I hope, are
being challenged to put more thought into their characters.

So whats the point?  As play progresses, I believe the characters will develop
a version of the "cosmos" that fits their perception.  They will worship
who they choose, behave as they like, and have a rationalization for every-
thing they do.  My job is just to provide positive or negative reinforcements
that is consistent with my idea of how the "cosmos" really works.  Whether
the players ever discover any "truths" about the gods, is immaterial.  They
will form consistent philosophies and I will reward each philosophy by
giving out powers, information, etc. as we go along.  In the end, the char-
acters will have a much more satisfying image of the world, then if I had
laid it all out ahead of time and imposed it on them.

I should stress, that I did lay it all out.  I just neglected to tell anyone
about it.  Without the key background information, the DM's actions may
seem inexplicable.  But, characters should have the capability to explain
things for themselves and they have (and will) come up with reasons for
what goes on around them.  Keep in mind, I don't want them to try to guess
the right answer (why should the DM have the only answer?).  I just want them
to devise AN answer, test it, believe it, act on it.  As we are playing in
a multi-verse, with a multi-theistic basis, several explanations are likely
for any mystery, anyway, so all I am doing here is saying that alignment is
just a character's perception of the world, and what works for one character
may not for another.

This appears to bother some players.  They want that old consistency offered
by a 3x3 matrix, and rules that say a Paladin can cure wounds because he is
so bloody Lawful Good.  As Dave Bryant said in his Alignment article recently
"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".  This is exactly right, and as I don't want my FRPing to be
too simple, I reject a strictly simple approach.  To be fair, Dave (who
happens to be a player in my "experimental" campaign -- and may be trying
to say something to me in his recent posting) is addressing the point of 
how to explain alignment simply to newer players.  In this, he is quite right
to propose a simple definition that gives a new player the image of opposing
forces at work.

A good role-player should soon begin to see a blurring of the 3x3 concept,
however, and I believe experienced players should begin "pushing the outer
limit of the envelope" after awhile.  Much of the discussion here can be
viewed as people struggling with the constraints this limited thinking
enforces.  Staying within (and behind) the 3x3 matrix is ultimately
stagnating, and nearly everyone breaks away from the matrix anyway.  They 
just don't always notice what they have done, and, perhaps unfortunately,
come "home" to it time and time again.

Comments are welcome.  

Jim Grams
..!cbosgd!nscs!jcg