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Alignment (role-playing games)

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Alignment (role-playing games)

In some role-playing games (RPGs), alignment is a categorization of the moral and ethical perspective of the player characters, non-player characters, monsters, and societies in the game. Not all role-playing games have such a system, and some narrativist role-players consider such a restriction on their characters' outlook on life to be overly constraining. However, some regard a concept of alignment to be essential to role-playing, since they regard role-playing as an exploration of the themes of good and evil.[page needed] A basic distinction can be made between alignment typologies, based on one or more sets of systematic moral categories, and mechanics that either assign characters a degree of adherence to a single set of ethical characteristics or allow players to incorporate a wide range of motivations and personality characteristics into gameplay.

The original Dungeons & Dragons (D&D) game created a three-alignment system of law, neutrality and chaos. In Advanced Dungeons & Dragons, this became a two-dimensional grid, one axis of which measures a "moral" continuum between good and evil, and the other "ethical" between law and chaos, with a middle ground of "neutrality" on both axes for those who are indifferent, committed to balance, or lacking the capacity to judge. This system was retained more or less unchanged through the 2nd and 3rd editions of the game. By combining the two axes, any given character has one of nine possible alignments:

Neutral in this scheme can be one of two versions: Neutral, those who have no interest in (or no ability to care about) the choice between Good and Evil or Law and Chaos; or "True Neutral", meaning those who not only actively remain neutral but believe it is necessary to enforce the balance of the world on others, and would act in any required fashion to bring about that balance. According to Ian Livingstone, alignment is "often criticized as being arbitrary and unreal, but... it works if played well and provides a useful structural framework on which not only characters but governments and worlds can be moulded."

In the 4th edition of the game, the alignment system was simplified, reducing the number of alignments to five. The 5th edition of D&D returned to the previous two-axis system. However, it also decoupled alignment from most of the D&D game mechanics; instead, alignment in this edition is more of a flexible roleplaying guide.

Warhammer Fantasy Roleplay originally used a linear five-place system: Law – Good – Neutral – Evil – Chaos. In changes of alignment (for whatever reason) a character moved one place along to the next position (e.g.: a neutral character could move to good or evil but not to chaotic).

In practice, the system was used to regulate reactions between characters of different alignments.

In the newer edition, the concept of alignment (and the presence of Law as the antithesis of Chaos) has been discarded, with more emphasis on the personalities and unique natures of characters, rather than a linear alignment system.

Palladium uses a system where alignments are described in detailed terms of how a character acts in a certain situation: whether they will lie, how much force they will use against innocents, how they view the law, and so on. The alignments are organized into three broad categories: Good, Selfish, and Evil. The seven core alignments are Principled (Good), Scrupulous (Good), Unprincipled (Selfish), Anarchist (Selfish), Aberrant (Evil), Miscreant (Evil), and Diabolic (Evil). An eighth alignment, Taoist, was introduced in the Mystic China supplement, but has not seen wide use.

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