36 Years of Thought on Alignment in 500 Words
So, here is my entirely personal and unofficial guideline to alignment, based not on any one game system within the D&D/D20 lineage, but my opinions evolving over 36 years of playing in games with systems using Lawful, Chaotic, Neutral, Good, and Evil to make 9 alignments.
Lawful characters believe orderly systems are most likely to achieve their goals and be most effective overall, and consider the faults of orderly systems to be more acceptable compared to the dangers of a system that is too lose and disorganized. They fear anarchy more than tyranny.
Chaotic characters believe loose, adaptable systems are most likely to achieve their goals and be most effective overall, and consider the faults of loose systems to be more acceptable compared to the dangers of a system that is too strict and rigid. They fear tyranny more than anarchy.
Characters who are neutral rather than Lawful or Chaotic see strengths and weaknesses to both ways of doing things, and tend to work with whatever seems best on a case by case.
Good characters are willing to suffer to save others from suffering, and generally think most people should feel the same way at least to some degree (and that those that don’t are amoral).
Evil characters are willing to make others suffer to avoid suffering themselves, and generally think most people should feel the same way (and that those who don’t are stupid).
Characters neutral rather than Good or Evil would rather no one suffer to save someone else from suffering, and think both extremes are based more on dogma or emotion than rationality or realism.
True Neutral characters either don’t have strong opinion on any of this, or actively strive towards a cosmic balance.
For characters without some supernatural element to their alignment, these are trends, not absolutes. A lawful good character can generally believe that orderly systems are the most effective and that everyone should be willing to suffer to prevent the suffering of others, but still have a prejudice against orcs and think laws protecting orcs are wrongheaded. They are, in those moments, neither lawful nor good, but as long as those moments are not common or major (or cause the character to act in a way majorly at odds with their alignment), that’s an aberration, rather than something that automatically changes their alignment.
Characters with supernatural alignment elements still feel the same way as those without, but as a result of their very essential nature rather than merely their experience and opinions.
And in the short form, that’s it. It’s a set of tendencies that express your characters attitudes and methodology in the broadest of terms. Except where constrained by class, a character that is 51% lawful and 49% chaotic can be described as of lawful alignment (as can a character that is 34% lawful, 33% on the fence, and 33% chaotic). Characters are not assumed to be paragons of one of nine possible ethos descriptions, just trending toward one of them.
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A Post Script
I have never understood wanting to use game rules to claim a fictional reality must conform to some very narrow view of how it’s cosmology or physics “work” because of how the game rules are written.,
Yes, those are the mechanism we use to have fictional characters interact with a fictional world. But the game rules are always a simplified expression of the complexity of a whole reality, even an imaginary one.
No one claims that in a d20 game, science will have determined that every creature in existence can only increase in lifting capacity by certain quanta of increased weight, even though by the game rules that’s true–when you go from a 17 Strength to an 18 your lifting capacity jumps by a set amount which is the same for everyone. But we all know that’s a granular simplification in order to have a playable game.
The same is true of absolutely every aspect of an RPG, from economy to ability scores to alignment to skills. Including alignment.