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Copyright © 2008 Chris Gonnerman
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Open Game License version 1.0a
Alignment Creator's Kit
A Basic Fantasy RPG Supplement
Basic Fantasy Website: basicfantasy.org
INTRODUCTION
Alignment is a way of describing the moral code of a creature. This supplement is intended to help the Game Master
create a system of alignments for his or her own game world. These rules are for use with the Basic Fantasy Role-
Playing Game rules. If you do not already have a copy of the Basic Fantasy RPG rules, please visit the website and
download a copy.
Alignment, in a role-playing game, refers to a system of
defining ethics and morality in the campaign world. The
very first role-playing game possessed an alignment
system, basically defining “sides” to which the heroes and
monsters belonged. Later games have expanded on this
concept in several details. How alignments are defined,
judged, and applied in the game world has long been a
point of contention.
Law vs. Chaos
The most classic alignment system assigned characters to
one of three alignments: Lawful, Neutral, or Chaotic. In
general, a character is Lawful if he or she believes in the
importance of the group over the individual; laws and
customs dictate how individuals within the group interact,
and the Lawful character believes that obedience to law
and custom is important.
The Basic Fantasy Role-Playing Game rules do not define
(or require) any rules for alignments. This article is
intended for the Game Master who is considering the use
of alignment in his or her world. The author has spent
many, many years playing and running role-playing
games, and has heard or read most of the arguments
about alignment. I hope that the following may be of use
to you.
The Chaotic character is a stark contrast, believing that
the individual's importance is primary. A Chaotic
character will be suspicious of any Lawful organization (if
not outwardly hostile to such an institution).
Neutral characters straddle this line, obeying the laws of
the land most of the time but having no real devotion to
them.
A Note About Moral Relativism
Good vs. Evil
Wikipedia says this: “Moral relativists hold that no
universal standard exists by which to assess an ethical
proposition's truth.” Thus, what is “good” to one group is
“evil” to another. In the author's opinion, attempting to
apply an alignment system in a world of moral relativism
is madness. What is the point of defining your character's
alignment when other characters in the game world may,
with complete confidence, define your character's
alignment entirely differently?
Another axis of alignment involves good and evil. Early
games made the assumption that all Lawful characters
were “good” and all Chaotic characters were “evil,” but a
careful consideration of people in real life shows that this
is overly simplistic. Just because a character believes in
anarchy (Chaos) does not mean that he is evil; and
likewise, a character may be Lawful and be devoted to a
system of law which encourages torture of prisoners or
the oppression of the poor.
In most fantasy game worlds, there are gods who define
morality and ethics. They are the “universal standard”
mentioned above, defining what the alignments of the
world mean. Thus, in this document, all discussion of
alignment is based on the concepts of moral absolutism
(the opposite of moral relativism).
Good characters believe in the value of sentient life. All
thinking, feeling creatures are considered to have value,
and slaying such a creature is only acceptable when
allowing it to live will bring harm to other sentients. Good
characters will almost never participate in torture or other
abuses of prisoners.
I advise Game Masters wishing to run worlds where moral
relativism is “in force” to stop reading now and give up
on using alignment rules in their games.
Evil characters consider all beings other than themselves
to be of no intrinsic value. Evil characters freely (and
often joyfully) participate in murder, torture, and other
things that bring harm to other sentients.
Characters who are Neutral with respect to Good and Evil
may be truly amoral, or they may consider that only some
(but not all) sentients have value. A common form of
A BASIC FANTASY SUPPLEMENT
ALIGNMENT CREATOR'S KIT
ethical neutrality is the belief that one's own family, tribe,
or nation are the only true “people” in existence, while all
others are little more than animals.
Neutral Evil:
These characters revel in cruelty and
hatred, generally working in small bands so as to inflict
maximum suffering while still acting on a personal level.
Chaotic Good:
Characters of this alignment believe that
only true personal freedom can bring complete
happiness.
Other Axes
I have seen alignment systems employing other measures
than the above, but I must admit that I find none of those
alternatives compelling, so they are not discussed herein.
There is no reason that you, the Game Master, cannot or
should not employ one or more alternative alignment axis
if you wish.
Chaotic Neutral:
These characters are entirely self-
centered; they are neither friendly and merciful nor cruel
and hateful.
Chaotic Evil:
These characters are true psychopaths;
they desire only to harm others for their own pleasure.
Constructing An Alignment System
More information on the Nine Alignment system can be
found in the document “
Alignments: A Basic Fantasy
Supplement
,” available from the basicfantasy.org
website.
You as Game Master must decide what sort of alignment
system applies in your world. It is entirely reasonable that
the gods of your milieu care little about Law or Chaos but
consider questions of Good and Evil paramount. Or, the
opposite might be true, with Law and Chaos being the
only significant factor. Some campaigns might apply both
measures, calling characters Lawful Evil, Chaotic Neutral
or Neutral Good. Some suggested alignment systems are
described below.
Five Alignments
This odd variation of Nine Alignment systems is favored
by some. In this system, the four alignments Lawful
Neutral, Neutral Good, Neutral Evil, and Chaotic Neutral
are omitted from the list. It is otherwise much the same
as the Nine Alignment system.
Three Alignments
About Neutrality
This is the most basic system. The GM simply selects one
of the axes described above (Good vs. Evil or Law vs.
Chaos) and ignores the other.
There are two schools of thought about Neutral
characters (particularly “True” Neutral characters, that is,
those who are Neutral in both Law vs. Chaos and Good
vs. Evil). The first school of thought holds that the
Neutral character believes in the “cosmic balance.” Such
a character believes that neither Law nor Chaos, Good
nor Evil should be allowed to become too powerful. If
living in a mostly Lawful territory, the Neutral character
will work in favor of Chaos; this may mean law-breaking,
or it may mean attempting to undermine the government.
On the other hand, a Neutral character in a Chaotic (i.e.
lawless) land will work with those attempting to establish
order.
Nine Alignments
This is the most advanced system. As described above,
the two axes are crossed with each other to produce the
following combinations:
Lawful Good
: Adherents to this alignment believe that
only through law and order can the benefits of good be
brought to the greatest number.
Lawful Neutral:
These characters believe that order is of
paramount importance, and are not concerned with the
happiness or unhappiness of others.
The other school of thought is that the Neutral character is
indifferent to the extremes, considering none of them
important. Such a character living in a Lawful land will
generally behave as if he is Lawful, but may engage in
illegal behavior when he feels it safe to do so. If he finds
himself in a lawless region, he will behave as if Chaotic.
This sort of Neutral character is only interested in the
survival of himself and his family and friends. This is
distinct from being Chaotic in that the Chaotic person
cares for nobody but himself.
Lawful Evil:
Characters of this alignment prefer to live in
a society where the powerful rule over the weak.
Neutral Good:
These characters are interested in
promoting good, and uninterested in questions of law or
chaos.
Absolute, or True, Neutral:
This alignment can be
interpreted in at least two different ways; see About
Neutrality, below, for more details.
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ALIGNMENT CREATOR'S KIT
A BASIC FANTASY SUPPLEMENT
This second sort of Neutrality, incidentally, includes all
creatures of animal intelligence.
Religion and Alignment
If you are considering using an alignment system, you are
probably planning to assign alignments to the gods of
your campaign world. Generally, the gods in such a
world will expect their mortal followers to be of the same
alignment. Clerics, the official representatives of the gods,
must maintain their alignment scrupulously. Failure to do
so should be met with penalties.
I have been told, in emphatic terms, by other Game
Masters that the second definition of Neutrality is not
possible for sentient beings. They assert that all Neutral
sentients will automatically work in favor of the “cosmic
balance.” While I disagree, this is entirely an issue that
you, the Game Master, must decide upon for your own
game.
Basic Fantasy RPG does not include alignment as an
official rule. The gods of “standard” Basic Fantasy RPG
worlds (such as the Western Lands, as seen in
BF1
Morgansfort
) expect their followers, especially Clerics, to
obey their commandments. It is thus entirely possible to
define the ethics and morality expected by the gods
without the use of alignment. (In fact, one might say
that's how it is done in real life.)
Alignment Tracking
In some old-school games, the Game Master was
expected to monitor the actual behavior of each player
character, and compare the behavior to the character's
stated alignment. In cases where the GM felt it was
warranted, he was expected to notify the player that the
character's alignment had changed. Such involuntary
alignment changes often included penalties in the form of
lost experience points or even levels of ability.
Building Your Alignment System
Alignments are often a point of contention. The most
important thing you, the Game Master, should do if you
plan to use alignments in your game is to make the rules
clear to the players. Be sure that all players know how
you define Neutrality. Make sure they know if you plan
to track their character's alignments, and if so, what sort of
penalties they can expect for transgressing. Fail to do
this, and you run the risk of spending a game session
arguing with your players.
I'll tell you honestly, I'm not sure what the point of this is.
I don't see why a Fighter, or a Magic-User, or a Thief
should suffer a loss of experience as a result of changing
alignment. However, there is one case where I do see a
point to tracking a character's alignment: the Cleric.
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A BASIC FANTASY SUPPLEMENT
ALIGNMENT CREATOR'S KIT
Open Game License
INTRODUCTION
Alignment Creator's Kit: A Basic Fantasy Supplement
(hereinafter “the
Supplement”) is based on the System Reference Document v3.5 ("SRD"), which
is Open Game Content. The text of the Open Game License itself is not
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Alignment Creator's Kit: A Basic Fantasy Supplement Copyright © 2008 Chris
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