Alignment
There are two axes of alignment in the AD&D world: Law and Chaos, and Good and Evil. By combining the different variations within the two sets, nine distinct alignments are created. These nine alignments serve well to define the attitudes of most of the people in the world.
Good | ||||
Law | Lawful Good | Neutral Good | Chaotic Good | Chaos |
Lawful Neutral | True Neutral | Chaotic Neutral | ||
Lawful Evil | Neutral Evil | Chaotic Evil | ||
Evil |
Law and Chaos
Characters who believe in Law maintain that order, organization, and society are important, indeed vital, forces of the universe. The relationships between people and governments exist naturally. For most adherents, lawfulness manifests itself in the belief that laws should be made and followed, if only to have understandable rules for society. Strength comes through unity of action, as can be seen in guilds, empires, and powerful churches.
The believers in Chaos hold that every creature is out for their own good (survival of the fittest) and believe in the power of the individual over his own destiny. For them, the function of society is to protect their individual rights. Chaotics can be hard to govern as a group, since they place their own needs and desires above those of society.
Good and Evil
Good and Evil describe a character's moral outlook; they are his internal guideposts to what is right or wrong. Basically stated, the tenets of good are human rights, or in the case of AD&D, creature rights. Each creature is entitled to life, relative freedom, and the prospect of happiness. Cruelty and suffering are undesirable. Evil, on the other hand, does not concern itself with rights or happiness; purpose is the determinant.
Good characters are just that. They try to be honest, charitable, and forthright. People are not perfect, however, so few are good all the time. There are always occasional failings and weaknesses. A good person, however, worries about his errors and normally tries to correct any damage done.
Remember, however, that goodness has no absolute values. Although many things are commonly accepted as good (helping those in need, protecting the weak), different cultures impose their own interpretations on what is good and what is evil.
Evil is the antithesis of good and appears in many ways, some overt and others quite subtle. Only a few people of evil nature actively seek to cause harm or destruction. Most simply do not recognize that what they do is destructive or disruptive. People and things that obstruct the evil character's plans are mere hindrances that must be overcome. If someone is harmed in the process . . . well, that's too bad. Remember that evil, like good, is interpreted differently in different societies.
Neutrality
Those espousing Neutrality tend to take a more balanced view of things. They hold that for every force in the universe, there is an opposite force somewhere. Where there is lawfulness, there is also chaos. Too much Law inhibits freedom. Too much Chaos causes societal instability.
Those with a neutral moral stance often refrain from passing judgment on anything. They do not classify people, things, or events as good or evil; what is, is. In some cases, this is because the creature lacks the capacity to make a moral judgment (animals fall into this category). Few normal creatures do anything for good or evil reasons. They kill because they are hungry or threatened. They sleep where they find shelter. They do not worry about the moral consequences of their actions--their actions are instinctive.
Alignment Combinations
Nine different alignments result from combining these two sets. Each alignment varies from all others, sometimes in broad, obvious ways, and sometimes in subtle ways. Each alignment is described in the following paragraphs.
Lawful Good:
Characters of this alignment believe that an orderly, strong society with a well-organized government can work to make life better for the majority of the people. To ensure the quality of life, laws must be created and obeyed. When people respect the laws and try to help one another, society as a whole prospers. Therefore, lawful good characters strive for those things that will bring the greatest benefit to the most people and cause the least harm. An honest and hard-working serf, a kindly and wise king, or a stern but forthright minister of justice are all examples of lawful good people.
Lawful Neutral:
Order and organization are of paramount importance to characters of this alignment. They believe in a strong, well-ordered government, whether that government is a tyranny or benevolent democracy. The benefits of organization and regimentation outweigh any moral questions raised by their actions. An inquisitor determined to ferret out traitors at any cost or a soldier who never questions his orders are good examples of lawful neutral behavior.
Lawful Evil:
These characters believe in using society and its laws to benefit themselves. Good is seen as an excuse to promote the mediocrity of the whole and suppress the better and more capable. Structure and organization elevate those who deserve to rule as well as provide a clearly defined hierarchy between master and servant. To this end, lawful evil characters support laws and societies that protect their own concerns. If someone is hurt or suffers because of a law that benefits lawful evil characters, too bad. Lawful evil characters obey laws out of fear of punishment. Because they may be forced to honor an unfavorable contract or oath they have made, lawful evil characters are usually very careful about giving their word. Once given, they break their word only if they can find a way to do it legally, within the laws of the society. An iron-fisted tyrant and a devious, greedy merchant are examples of lawful evil beings.
Neutral Good:
These characters believe that a balance of forces is important, but that the concerns of law and chaos do not moderate the need for good. Since the universe is vast and contains many creatures striving for different goals, a determined pursuit of good will not upset the balance; it may even maintain it. If fostering good means supporting organized society, then that is what must be done. If good can only come about through the overthrow of existing social order, so be it. Social structure itself has no innate value to them. A baron who violates the orders of his king to destroy something he sees as evil is an example of a neutral good character.
True Neutral:
True neutral characters believe in the ultimate balance of forces, and they refuse to see actions as either good or evil. Since the majority of people in the world make judgments, true neutral characters are extremely rare. True neutrals do their best to avoid siding with the forces of either good or evil, law or chaos. It is their duty to see that all of these forces remain in balanced contention.
True neutral characters sometimes find themselves forced into rather peculiar alliances. To a great extent, they are compelled to side with the underdog in any given situation, sometimes even changing sides as the previous loser becomes the winner. A true neutral druid might join the local barony to put down a tribe of evil gnolls, only to drop out or switch sides when the gnolls were brought to the brink of destruction. He would seek to prevent either side from becoming too powerful. Clearly, there are very few true neutral characters in the world.
Neutral Evil:
Neutral evil characters are primarily concerned with themselves and their own advancement. They have no particular objection to working with others or, for that matter, going it on their own. Their only interest is in getting ahead. If there is a quick and easy way to gain a profit, whether it be legal, questionable, or obviously illegal, they take advantage of it. Although neutral evil characters do not have the every-man-for-himself attitude of chaotic characters, they have no qualms about betraying their friends and companions for personal gain. They typically base their allegiance on power and money, which makes them quite receptive to bribes. An unscrupulous mercenary, a common thief, and a double-crossing informer who betrays people to the authorities to protect and advance himself are typical examples of neutral evil characters.
Chaotic Good:
Chaotic good characters are strong individualists marked by a streak of kindness and benevolence. They believe in all the virtues of goodness and right, but they have little use for laws and regulations. They have no use for people who "try to push folk around and tell them what to do." Their actions are guided by their own moral compass which, although good, may not always be in perfect agreement with the rest of society. A brave frontiersman forever moving on as settlers follow in his wake is an example of a chaotic good character.
Chaotic Neutral:
Chaotic neutral characters believe that there is no order to anything, including their own actions. With this as a guiding principle, they tend to follow whatever whim strikes them at the moment. Good and evil are irrelevant when making a decision. Chaotic neutral characters are extremely difficult to deal with. Such characters have been known to cheerfully and for no apparent purpose gamble away everything they have on the roll of a single die. They are almost totally unreliable. In fact, the only reliable thing about them is that they cannot be relied upon! This alignment is perhaps the most difficult to play. Lunatics and madmen tend toward chaotic neutral behavior.
Chaotic Evil:
These characters are the bane of all that is good and organized. Chaotic evil characters are motivated by the desire for personal gain and pleasure. They see absolutely nothing wrong with taking whatever they want by whatever means possible. Laws and governments are the tools of weaklings unable to fend for themselves. The strong have the right to take what they want, and the weak are there to be exploited. When chaotic evil characters band together, they are not motivated by a desire to cooperate, but rather to oppose powerful enemies. Such a group can be held together only by a strong leader capable of bullying his underlings into obedience. Since leadership is based on raw power, a leader is likely to be replaced at the first sign of weakness by anyone who can take his position away from him by any method. Bloodthirsty buccaneers and monsters of low Intelligence are fine examples of chaotic evil personalities.
Non-Aligned Creatures
In addition to the alignments above, some things--particularly unintelligent monsters (killer plants, etc.) and animals--never bother with moral and ethical concerns. For these creatures, alignment is simply not applicable. A dog, even a well-trained one, is neither good nor evil, lawful nor chaotic. It is simply a dog. For these creatures, alignment is always detected as neutral.
Playing the Character's Alignment
Aside from a few minimal restrictions required for some character classes, a player is free to choose whatever alignment he wants for his character. However, before rushing off and selecting an alignment, there are a few things to consider.
First, alignment is an aid to role-playing and should be used that way. Don't choose an alignment that will be hard to role play or that won't be fun. As the campaign progresses, the character's actions will determine what their true alignment is. If there is an ongoing pattern of behavior that is not congruent with the stated alignment, the DM may inform the player that their character has shifted alignment. This may have serious repercussions for certain character classes, such as Rangers or Paladins. A player who thinks that lawful good characters are boring goody-two-shoes who don't get to have any fun should play a chaotic good character instead. On the other hand, a player who thinks that properly role-playing a heroic, lawful good fighter would be an interesting challenge is encouraged to try it. Selecting an alignment is just a shorthand way of telling the DM and other players "My character is going to act like a person who believes this."
Second, the game revolves around cooperation among everyone in the group. The character who tries to go it alone or gets everyone angry at him is likely to have a short career. Always consider the alignments of other characters in the group. Certain combinations, particularly lawful good and any sort of evil, are explosive. Sooner or later the group will find itself spending more time arguing than adventuring. Some of this is unavoidable (and occasionally amusing), but too much is ultimately destructive. As the players argue, they get angry. As they get angry, their characters begin fighting among themselves. As the characters fight, the players continue to get more angry. Once anger and hostility take over a game, no one has fun. And what's the point of playing a game if the players don't have fun?
Changing Alignment
Alignment is a tool, not a straitjacket. It is possible for a player to change his character's alignment after the character is created, either by action or choice. However, changing alignment is not without its penalties.
Most often the character's alignment will change because his actions are more in line with a different alignment. This can happen if the player is not paying attention to the character and his actions. The character gradually assumes a different alignment. For example, a lawful good fighter ignores the village council's plea for help because he wants to go fight evil elsewhere. This action is much closer to chaotic good, since the character is placing his desire over the need of the community. The fighter would find himself beginning to drift toward chaotic good alignment.
All people have minor failings, however, so the character does not instantly become chaotic good. Several occasions of lax behavior are required before the character's alignment changes officially. During that time, extremely lawful good activities can swing the balance back. Although the player may have a good idea of where the character's alignment lies, only the DM knows for sure. The kind DM will advise the player if his character's actions are pushing him away from his stated alignment.