Tag: alignment

Faith in Play #32: Zealots

This is Faith in Play #32:  Zealots, for July 2020.

Some years back in one of my games an important local military official was murdered, and under the authority of their cavalier the party took over investigating the crime.  They had out-of-character reason to believe that a certain local cleric and his two acolytes were responsible, so they focused on these.  They had been told that the acolytes had taken vows of silence, but were intent on getting them to talk, so they used torture.

Simon the Zealot by Reubens

After the session I commented that their adventure “grades” were going to be penalized for acting against their alignment.  One player objected.  His character was a Neutral Good cleric/fighter, and he said that he could see penalizing him if he were Lawful Good, but somehow he did not think that he had to be quite as Good if he were “only” Neutral Good.

My response was, for what does a Neutral Good character stand, if not Good?

This is the trick to the “side alignments”, that they are ultimately about one value.  In our miniseries on alignment we recognized that the character alignment is the True Religion of the characters in the game, and talked about what each of the four values means in Goodness, Wickedness, Order, and Individualism.  We also considered neutrality in Believing Balance, and that can certainly impact how you play your side alignment.  But ultimately someone who declares an alignment of Lawful Neutral has as first priority the interests of Law, the orderly preservation of the social order, and so with each of the side alignments it is the non-neutral part that ultimately matters.

And it matters pointedly.  Someone who is Chaotic Neutral is zealously interested in the rights of individuals.  The Neutral Evil character is unmitigatingly selfish.  This is the one principle that drives your life, the one thing you believe matters, the one concept from which your actions spring.

For my player of the Neutral Good cleric, if he had been a corner alignment, there would be other values at play–but that’s really a subject for the next article in the series, the corner alignments.  We’ll get to that.

Previous article:  Magic Roads.
Next article:  Psionics.

Faith in Play #30: Conflict

This is Faith in Play #30:  Conflict, for May 2020.

A few years back my band Collision left its equipment set up in a church in which we had been practicing.  The drummer had gotten our logo made as a drum head cover, so there was this picture of the earth crashing into a giant cross and exploding.  (I don’t know whether you can see that in the picture, but that’s what it is.)  The youth pastor saw this and complained to the pastor about it; the pastor replied, “Are you kidding?  That’s what it’s really all about.”

My Multiverser co-author E. R. Jones was at a church service somewhere and the pastor asked the congregation how they would define Christianity in one word.  Several other people gave the kinds of responses one expects, and then he gave his:  War.  Our religion is, on one level, about a major spiritual battle between God and all that would oppose Him; we are soldiers in that battle.

When I first read about Dungeons & Dragons™ back in 1980, I was drawn to it because it sounded like this was finally a game that could actually reproduce the kinds of adventures we read about in Tolkien and Lewis and other fantasy authors.  Once I started playing it, though, I realized that it went much deeper than that.  Its use of magic and demons, of good and evil alignments, of spiritual forces, made it a wonderful metaphor for the real battle in which we are all immersed, whether or not we are aware of it.  It reminds us that only spiritual weapons can be used against spiritual adversaries, and that our enemy often is not flesh and blood, even when it uses people as its weapons.

There is some reason to think, and some believers do think, that the ritual of bread and wine was never intended to be a special moment overseen by a priest, but was supposed to force us to take our everyday meals as a reminder of what Christ did, that every time we opened a meal with a bite of food and closed it with a final drink that this would remind us of Jesus’ sacrifice, of the body and blood given for us.  Our faith is filled with images and objects whose purpose is to remind us, to cause us to think in terms of our faith.  How wonderful would it be if we played a game that also reminded us, that we are in a spiritual battle fighting on God’s side against the spiritual forces of wickedness in high places.

That’s where we are, what we are called to do.

Fight the good fight.

Previous article:  Victims.
Next article:  Magic Roads.

Faith in Play #27: Believing Balance

This is Faith in Play #27:  Believing Balance, for February 2020.

Over a year ago we began a series on the notion that in the Original Advanced Dungeons & Dragons® game system alignment was the True Religion, what characters actually believed.  We have since examined those beliefs in Goodness, Wickedness, Order, and Individualism, the four sides of the alignment grid.  However, the game also included a center, a middle ground between each pair of creeds, which it called Neutral, and a character could be neutral in regard to law and chaos or in regard to good and evil, taking the middle ground.

There are actually four distinct ways in which neutrality can be achieved in play; the book puts a lot of focus on the third, and connects it to druidism, but for the many applications of neutrality in the game it is important to recognize these concepts.  I label the four choices pragmatic, oblivious, druidic, and cross-principled.  Let’s start with a brief tutorial.  Remember, a character can be neutral in either axis, that is, a “neutral good” character is neutral in regard to law and chaos but committed to good as against evil, and a “lawful neutral” character is committed to the maintenance of order without regard for whether good or evil is the outcome.

The pragmatic neutral has a strong belief in that in which he is not neutral, but regards the other axis as tools to achieve this.  A pragmatic neutral evil character seeks his own benefit, and accepts that sometimes that is achieved by supporting the social order and sometimes by opposing it in the name of liberty.  He thus uses law and chaos as means to the end of his own gain.

The oblivious neutral does not recognize these as real values.  A chaotic oblivious neutral believes in liberty at any cost, and when people say that law is required to protect people and bring benefit to the greater number, he replies that this is so much sophistry, that the difference between helping one person and helping many is an illusion, and the many are just as selfish as the one.  To him, the concepts of good and evil simply do not exist; what matters is the struggle between law and liberty.

The druidic neutral is in some ways the most difficult.  The assumption is that the character will balance the good he does with a like amount of evil, and the chaos he causes with a like amount of law.  Thus in combat he kills a man, and then in another place he heals one who is dying; he steals from an enemy but then gives to the poor.  In this sense he is relatively unpredictable.  Most who play this alignment try to keep their actions contained, never doing anything too good or too bad, too structured or too anarchistic.  On the other hand, this alignment is open to some rather drastic conceptualization, such as a character who heals everyone in a village and then in the next village flame strikes a children’s playground.  For the druid, the concept is that good and evil, law and chaos, must remain balanced in the world, and they must not put it out of balance by supporting one against another.

One solution to this seemingly erratic approach is the fourth option, the cross-principled neutral.  This approach recognizes that the side alignments, while in a sense coherent approaches to reality, can be divided into distinct issues.  A character who is neutral on the law/chaos axis might support the monarchy absolutely, but completely oppose legal slavery in the realm (a lawful structure in many societies).  A cleric neutral on the good/evil axis might feel it his obligation to heal the poor of their diseases but at the same time take whatever valuables they might have for himself.

By the book, a druid has to be druidic neutral in both axes; however, that can be achieved by being cross-principled.  Any character who is not a druid but is true neutral (“neutral neutral”) can be druidic in one axis and something else in the other, and those who are “side neutrals”–neutral good, chaotic neutral–can be any kind of neutral in the neutral axis.  A true neutral fighter could be pragmatic to the ethical axis and druidic to the moral, that is, believing that law and chaos are tools to maintain the balance between good and evil; or he could be druidic in the ethical and oblivious in the moral, believing that talk of good and evil is all nonsense and what matters is maintaining the balance between order and liberty.

It should be evident at this point that the neutral alignments represent a plethora of belief systems, even within the concept of druidism.  The druid, of course, believes in maintaining the balance of four beliefs, although he has several ways of achieving that.  The “side alignment” neutrals are perhaps more complicated, and we will return to them in a future article.

Previous article:  Fields to Harvest.
Next article:  Vampires.

Faith in Play #22: Individualism

This is Faith in Play #22:  Individualism, for September 2019.

Quite a few years ago now I was playing a character in an experimental Attorney class in a game largely based on original Advanced Dungeons and Dragons™.  I had just successfully defended a player character (an Antipaladin) on a murder and robbery charge, and the player said to me, “Boy, your character must be really lawful.”

I answered, “No, he’s Chaotic Neutral.”

And that illustrates just why it is that the Chaos side of the alignment graph is so badly misunderstood and so poorly handled.  My attorney was Chaotic in the best traditions of the American Civil Liberties Union (ACLU):  he firmly believed that every person (character) had the right to be and to do whatever he wanted, as long as in doing so he did not unfairly infringe on the right of any other character to do or be what he wanted.  Although anarchy can be the consequence of chaos pushed to the extreme, chaos is not about anarchy, but about liberty.  It is the alignment expressed in the Bill of Rights, espoused by the Libertarian Party, and represented by Democracy. Read more

Faith in Play #18: Order

This is Faith in Play #18:  Order, for May 2019.

A lot of people think that lawful (and specifically lawful good) is The Christian alignment in Dungeons & Dragons™.  They think this because they associate it with keeping the rules, and they think that Christianity is about keeping the rules.  I would disagree on two counts.  First, I don’t think Christianity is primarily about keeping rules—in fact, it might be that keeping rules has almost nothing to do with Christian faith.  Yet at the same time, I don’t think that the law alignment is really quite about keeping rules, either.  It’s fundamentally about something else entirely.

This is a continuation of our series on alignment as the True Religion in the Dungeons & Dragons™ game world, begun a year ago.  Since then we’ve considered Goodness and Wickedness, and I hope discovered that they were not what they are often thought to be.  We are now turning our heads sideways toward the other axis of the alignment graph, looking at law, which is opposed to chaos on the chart.

Somewhere C. S. Lewis contrasted two perceptions of humanity and society.  On the one hand, he said that if it were true that people are born, live a few decades, and die, and that’s the end of the story, they aren’t terribly important as individuals.  Some of them achieve greatness, and perhaps as Churchill said some have greatness thrust upon them, but even great men are small in the total picture.  They matter only to the degree that they serve the larger entity, society, the nation, perhaps the race.

It is this thinking which gives rise to the famous saying attributed to Mister Spock, The needs of the many outweigh the needs of the one.  In this conception of the universe, I don’t matter, and you don’t matter, but we can hope that humanity matters, that somehow we will as a people survive the planet, survive the sun, populate the universe, possibly become part of the larger society of intelligent creatures scattered among the stars.  It is not the individual that matters, but the collective, the sum of all individuals.

Therefore, by this thinking, the individual exists for the benefit of the society, and the society can sacrifice the individual, use the individual however it believes will best benefit the total.  As Caiaphas says, do you not see that it is better for one person to be killed for the sake of the nation?  People individually do not matter; society is what matters.

That is the core of the lawful alignment.  It expresses itself in many ways, including that there will be structure within the society, rules which bind the members.  It is important that the society function smoothly, that the society itself is healthy and prosperous.  It achieves that by laws, by customs, by taxes, by restrictions and permissions, by castes and privilege, by masters and slaves, employers and employees, and by anything else that keeps the society functioning as a society.

This sounds rather bleak, but it’s not all bad—it’s just not all good.  In fact, it’s neither good nor bad, in itself.  It’s simply a way of seeing the world in which we are more important than I, more important than you, or him, or her.  It is about whether each of us matters within the context of all of us, whether a government should put the whole of society above the needs of individual members.  It has the effect, pushed to the extreme, of making us cogs in a machine, but it can make the machine much better for all the cogs if it’s done right.

Of course, that is, as I cited from Lewis, the one hand.  The other hand is the view that people are at least potentially immortal, that we will outlive the universe.  That gives rise to the other side—but we’ll have to wait for another article to address that.

Previous article:  Narrativism.
Next article:  Simulationism.

Faith in Play #14: Wickedness

This is Faith in Play #14:  Wickedness, for January 2019.

In discussing Dungeons & Dragons® alignment, as we began last May with True Religion and continued looking at that which the game calls “good” in Goodness, it is important to remember that each alignment is something in which people actually believe.  That becomes a problem when we turn our attention to “evil,” because we tend to stereotype it in cartoonish ways, with villains who are depraved and monsters that are sadistic.  In so doing, we reassure ourselves that we are not evil, because we are not like that.  Yet in defining that which is the polar opposite of “good” or beneficent, the game has something far more subtle, far less heinous, in view.  Evil is embraced as a belief by perfectly sane sound reasonable people, not just Cthulhu cultists and reclusive Shakespearean witches.  It is something people—even respected famous people—believe to be the way the world is and how we ought to respond within it.  In fact, if you examine yourself carefully, you might discover that you yourself are aligned “evil,” or at least have some significant aspects in your true beliefs that reflect an “evil” world view. Read more

Faith in Play #6: True Religion

This is Faith in Play #6:  True Religion, for May 2018.

In the earliest versions of Dungeons & Dragons™, the original role playing game from which all others (including those electronic games that call themselves “RPGs”) are descended, there was a rules section known as alignment.  Many players did not understand it; many gamers did not use it; it was often badly abused.  However, I think it was one of the best and most important parts of the game, and I often defended and explained it.

I am going to make the perhaps rather absurd claim that I am a recognized authority on the subject of alignment in original Advanced Dungeons & Dragons™.  I know, that’s ridiculous.  However, I am also going to prove it.  When Gary Gygax was promoting his Lejendary Journeys role playing game, he placed on his web site exactly two links to pages related to Dungeons & Dragons™  One was to my Alignment Quiz, which had already been coded into an automated version by a Cal Tech computer student and translated into German.  The other was my page on choosing character alignment in my Dungeons & Dragons™ character creation web site.  He apparently believed I had a solid understanding of the issues.

So big deal.  I’m an expert in a game mechanic concept that isn’t even used by most of the few people who still play that game.  However, even if you don’t use it, don’t play that game, I think alignment is important to understand, because ultimately the character alignment was the real religious beliefs of the characters in the game world.  Read more

Faith in Play #3: Javan’s Feast

This is Faith in Play #3: Javan’s Feast, for February 2018.

Have you ever been in a game in which a character in the game did something that impacted all the players at the table? It happened to me once.

Well, it probably has happened to many of us. It happens sometimes when one player crosses a line, bringing something into a game that makes everyone uncomfortable, such as a rape or graphic slaughter scene; or when a player gets the idea that because his character is a thief the other characters are not going to be offended if he cheats them and steals from them, and they realize this. However, have you ever been in a game where the action of a character had a positive impact on the gaming group?

I have such a story. Read more

Faith and Gaming: Slavery

Role playing games take us to other worlds, other times and places, some which were, some which might have been, some which yet might be, and even some that could not, as far as we understand, be. Because of this, they also challenge us at times to wrestle with answers to questions of morality that are not our own. In an age in which it was common, was polygamy wrong in the eyes of God? Would it be wrong for a human to eat an intelligent creature who is not human, given that it was as intelligent as a human but truly not related in any way that would make that cannibalism? Issues are raised in our games at times that don’t come up in our lives, because we don’t live in those worlds; yet we manage to find answers to these questions, and so come better to understand our own moral values.

Slavery is one of the more difficult and more common issues that arise in our games. Read more

Faith and Gaming: Wisdom

I am often confronted in games by what I can only describe as foolishness on the part of the characters. Players often state that their characters are doing things that no sane person would even consider doing; and they, the players, have the nerve to get upset when their foolishness reaps its rewards.
Recently someone I know only as a screen name on an Internet communications program was bemoaning the disaster that had occurred at his most recent game. One of the players was running a Barbarian under current Dungeons & Dragons™ rules, and had stated the character alignment as Chaotic Neutral. Read more