D&D came to us by way of wargames, meaning that it was based exclusively out of arbitrary dice and numbers that were designed to represent the effectiveness of mass combat between hundreds upon hundreds of rank-and-file medieval troops. Gary Gygax decided to make a little dungeon-crawl type of game called Dungeons and Dragons, and is widely credited with inventing the genre of dungeon crawling (even though more than a few other dungeon crawl games -- most of inferior quality -- existed at that point).
My personal opinion regarding the Dungeons and Dragons phenomenon is that it's just too arbitrary to simulate even a fantasy environment. I was very pleased when I discovered the existence of Advanced Dungeons and Dragons, which filled in all the blanks and turned a dungeon-crawling game into an actual roleplaying game!
Sadly, however, AD&D was still based off of Chainmail, and took the same "advantage" of the arbitrary dice rolls. However, for all of its perceived failings, there is one thing I feel that AD&D got right: alignment.
In AD&D, there are three "ethos" -- Good, Neutrality, and Evil -- and three "morals" -- Lawful, Neutral, and Chaotic.
Good essentially means that you will do everything to promote life. Neutrality means that you will do everything to ensure that the world remains balanced. Evil means that you will do everything to promote your own life, at the expense of all others'.
Lawful means that you will perform your ethos by the strict application of order. Neutral means you will perform your ethos in a completely natural way, doing whatever you perceive is necessary to do so. Chaotic means you will do everything in your power to ensure you have unlimited freedom to perform your ethos.
In combination, these nine alignments describe a huge variety of the population -- everything from the evil dictator (who is Lawful Evil -- he uses law to further his own ends) to the revolutionary (who is Chaotic Good -- he undermines law in order to save his country and people).
But in AD&D, these alignments are not absolutes. A Lawful person knows that sometimes it is necessary to break the law. A Chaotic person knows that sometimes it is ideal to obey the law. If there is so much cross-pollination between these alignments, it becomes difficult to accurately define them.
The Haven Seed has twenty-five alignments. To start with, what Advanced Dungeons and Dragons calls "morals", Haven calls "ethics" -- your ability to respect the laws of a society has little to do with your morality (your personal code of justice, right, and wrong), and much more to do with your ethics (defined almost precisely as your respect of society's ability to determine justice, right, and wrong). Likewise, the "ethos" of AD&D corresponds directly to your "morals" in Haven.
Why so many more alignments? Well, in fact, there are only two new morals and two new ethics. In combination, these turn a 3 × 3 computation into a 5 × 5 computation -- hence, twenty-five. These define the difference between absolute and flexible morals and ethics.
There are five ethos, or moralities, which determine the degree to which you choose selflessness or selfishness:
Good
The firm belief that every life is entirely necessary to the grand scheme of the world, and that the betterment of life comes only from sharing wealth (wealth may be material or immaterial). When death is necessary (such as for food or for protection), it must be accomplished in an expedient way, avoiding pain and fear; though the victim must be put to death, it should not have to suffer unduly during the process. Material wealth is something to be avoided unless it is fairly given to everyone, as anyone can survive with meager possessions.
Benevolence (corresponds to AD&D's "Good")
The belief that life is something that must be preserved, without being so foolish as to allow things which are considered horrible to continue to live. The betterment of life is believed to come from helping others with wealth (material or immaterial), but time must also be taken for one's own pleasure. Material wealth is a boon but is far from needed.
Worldliness (corresponds to AD&D's "Neutrality")
The belief that life must achieve a perfect balance. Death is a necessary part of survival, for without it you will not have food, or land in which to obtain food. The betterment of life is not just through helping others, but in helping oneself, and the balance between these should be maintained. Material wealth is desired, as it eliminates necessity, and having more than needed right away is good too, because it brings satisfaction, but one should never want for nothing, as this would disrupt the delicate balance of life.
Malevolence (corresponds to AD&D's "Evil")
The belief that one's own life is most important, and the lives of others are of secondary importance to one's own. Helping people should not be done unless doing so will improve one's own situation in some way or it would prevent a complete waste of life. The betterment of life is through one's own prosperity, with some minor gratification for helping those in desperate need (though this help is presumably to acquire a reward or indenture of free service). Material wealth is one factor in this prosperity, as more possessions are always a good thing.
Evil
The firm belief that only one's own life matters, and that other creatures must survive on their own strengths, lest they meet the unfortunate result of death. Helping others is something to be avoided, as helping others will take away one's resources and possibly allow others to take advantage of the momentary weakness. Betterment comes only from one's own pleasure and wealth, and if others stand in the way of these gains, then they are threats and must be dealt with. If one happens to lose to his or her opponents, then so be it -- the opponents are superior and the universe is functioning as it should. And if the opponents are foolish enough to grant mercy, then revenge is entirely fair.
There are also five behaviours, or ethics, which determine how you function in a society:
Strictness
The firm belief that inflexible order -- laws which apply equally to all people, regardless of status, creed, or other aspects -- is necessary to ensure the complete fulfillment of one's morals, even if those laws inadvertently interfere with the morals (in which case the rule applies until it is revised). A lack of law or exceptions to the law allow people with different morals to take advantage, and this is something that must not be allowed to happen.
Orderliness (corresponds to AD&D's "Lawful")
The belief in the word of law when it serves to fulfill one's morals. When the word of law interferes with those morals, it must be ignored, changed, or an exception made to meet that circumstance.
Neutrality (corresponds to AD&D's "Neutral")
The belief that some structure in a society is necessary, but encouraging freedom and placing faith in one's own ability to uphold his or her morals.
Waywardness (corresponds to AD&D's "Chaotic")
The belief that laws restrict the application of morality, and that only the slimmest number of laws must be present to ensure that only the most common situations have invariable responses.
Anarchy
The firm belief that laws must never exist, and that all people must act entirely on their moral convictions in any situation. Those people who violate morals should be dealt with as swiftly and as efficiently as possible, by whatever means one's own morals determine to be right.
In my opinion, Canada is a society whose operating principle is Orderly Benevolence -- Lawful Good, in AD&D's terms. I would say that the United States features Orderly Worldliness instead, with tendencies towards Benevolence. Canada's courts are intended to assure people of their right to security of person, wealth, and happiness, even if it undermines the value of law to do so, but the existence of the courts and the long judicial process ensure that justice is served to those who are legally determined to deserve it.
The United States' courts, on the other hand, are intended more to ensure that justice is served, such that people do not have as many socialist-like rights as they do in Canada -- in particular, in some U.S. states the death sentence is entirely possible (whereas in Canada, no one can be capitally sentenced).
This is just my world perception, of course, and is definitely just an opinion. I am sure there are many exceptions, as generalisations are of course generalisations.
The only problem I see with my alignment system is that there is no such thing as "Firm Belief" in the middlemost ethos and behaviours. Strictness is "firm belief" in order, while "Orderliness" is a more relaxed "belief" in order -- which is to say that Strictness believes order is absolute, while Orderliness believes order is ideal but can be wrong sometimes. But there is only one form of compromising behaviour, "Neutrality", which is a relaxed "belief" that both law and chaos are necessary for the ultimate society to function, not a "firm belief" that these must be in perfect balance at all times.
I suppose an argument could be made that Neutrality or Worldliness, by the very nature of being compromises between the two ethical and moral extremes respectively, cannot be "firm beliefs" because a firm belief is not a compromise.
Sep 16 2006, 3:00 pm
|
|
You should make a game.
|
My group was particularly a fan of Palladium's Aberrant (Evil) for some reason.
|
@BigBoiD, Artekia: Haven progresses in development at my own pace. Keyword being my. It's my game and I can develop as fast or as slow as I want. These little columns in my dev diary help me get feedback on my game's fundamental principles before or during their implementation -- once they're implemented in full, there's no changing them. =)
@ACWraith: Part of my motivation (there's the word "my" again) behind selecting the names of the moralities and ethics was to ensure a more "neutral" context in all cases. "Anarchy" does have negative connotations in modern society, but it's far superior to "Chaos" which has extremely negative connotations. "Strict" is much better than "Inflexible", and "Wayward" is much better than "Unlawful". =) Up until a couple days ago, "Wayward" was referred to as "Intractable". Intractable is pretty darned "normal" seeming, but I figure it's a rare term so half the players wouldn't understand it! I don't intend to appeal to the lowest common denominator, but I do at least have to take some steps to ensure the game is playable without a dictionary. =) |
I tend to call RPG alignments gud and evol because they never fit my definitions. That's not to say that I can't slap an alignment on a character to have fun. I just can't believe in them in real life.
I believe Good and Evil have more to do with desires. Pure good loves all. Pure evil hates all. Love is the desire to help. Hate is the desire to harm. That said, my definitions don't make a good game. ;) |
I dislike alignments. They are so arbitrary and put the cart before the horse, if you will. Our actions (and perceptions of those actions) determine whether we would be called "good" or "evil", not vice versa. Additionally, good/evil is often so perspective reliant that it is impossible to use in any objective sense. Take a stereotypical AD&D paladin. Lawful good, right? Okay, he loves his god, his country, and takes his vitamins. But he also has probably visciously murdered thousands of weaker humanoids without remorse. Indeed, it is likely that many of his species have dies by his hand. But it of little consequence- the were evil after all. Never mind that those goblins were a simple tribe that did not understand "property" and so took the farm's cows because they needed food and only defended themselves when larger humanoids tried to attack them. Tragically, they lacked the ability to speak to these tall brutes. Likewise, the thief's blood flowed from veins that grew up poor and malnourished in a man who had hoped that his stealth might provide a better life for his baby sister, so that she could one day be something.
All of this matters little to the paladin. His smug self righteousness is reinforced by divine powers, a full purse, and a glowing blade. Evil is another misunderstood concept. Does anybody really sit there thinking about how evil they are going to be (maybe twirling their moustache)? Of course not! Barring severe mental problems, most "evil" is the result of misguided attempts to do good or an inability to check one's desires. The comic-book style villainry of "evil" characters is laughable when compared to the complex thought processes that guide human action. And, again, one person's villain is another's hero. Look at Vlad Tzepesci, Josef Stalin, Che Guevera, Christopher Columbus, or Ronald Reagan. All bear different mantles depending on who you ask. That being said, I see where you seem to be going. Basically, you have a grid with two axis. One is selfishness(selfishness/selflessness) and one is locus of authority (ie external or internal). The problem, of course, is that human beings are rarely consistent in such things. A person may be very selfless in some regards (say with time and energy) and quite the opposite in others (such as material wealth). Likewise, an individual might view some areas as needing lots of external enforcement and others as being "hands off". American politics are full of this dichotomy, for example. Social conservatives espouse minimalist government except where it comes to matters of morality, where they take a heavy hand. Social liberals are the exact opposite, seeing no need for government interference with personal behaviors but viewing regulation as essential for social justice. Realistically, you are unlikely to find anyone who advocates pure anarchy, which would actually mean rule by the strongest/most brutal. Almost everyone would agree that social forces should be utilized for basic safety functions and stabilizing society. The particulars are where the arguments really begin. |
I just bought a "Che is Dead / Get used to it" T-shirt, so I know where you're coming from.
Alignments, in the case of Haven, will act only to encourage you to act in a certain way: if you are about to commit an act that violates your morals (or lack thereof), the game will prompt you whether that's what you'd like to do. For instance, if a "good" person is about to shoot someone in the back, they will be prompted to confirm that they would like to do that (by attempting the action a second time). If they transcend or transgress against their morals, they move on the alignment grid. In most cases, it's only possible to track alignment in terms of interpersonal, hostile actions -- theft, combat, detainment, etc. It's one of my biggest issues to determine how to apply it better to material wealth and things like that. I imagine that maintaining a Neutral or Worldly character is going to be pretty tough, in any case. =) Note that in particular, Anarchies are ruled by the most morally convicted, as opposed to the strongest. It's entirely possible to have an Anarchic Good society (a communist utopia) where everyone does what's best for everyone simply because that's the way they believe the world should be. But in most cases, I imagine most Anarchies will tend towards Malevolence at best, and Evil in general. =) For the best example that I can think of for an Anarchic Good society, think of the community of Hedgerow Hall when it was still going -- I can't remember if you were an avid player or not, but that's pretty much the ideal. People were living together in small communities that had no real government in place: the only factions that existed had voluntary membership and punished injustices by pure discretion. =) |