Friday 28 March 2008

Alignment and Roleplaying

Since the early days of Dungeons & Dragons alignment has been a key factor in the creation of characters, it can define classes, alter people's perceptions and change the way players play the game.

Is this a good thing?

As a mechanic alignment is at once, like many things, a useful tool and a terrible limitation. At a pinch it gives a good indication of those parties opposed to the player characters, a chaotic good character might be opposed by the evil wizard whose plans he meddles with, and the lawful constabulary who cannot abide his methods. As a games master it gives me an instant touchstone where I can set up oppositions and tensions before the character has even really acted. That having been said it also binds the player into acting a certain way, and whilst alignment can be changed it does bear with it some penalties, especially Paladins, for example, who lose all of their class abilities if they stray from their alignment.

Having no alignment system allows characters to act based upon their own intuition, acting in character or simply as they themselves would act. The problem with this is that without any guiding factor it also allows players to act arbitrarily, saving lives at one moment and torturing and killing at another. Whilst this might have a place in some campaigns (with an interesting, well played character) in most it just serves to break the illusion of the game world.

So is there a happy medium?

One option is reward based roleplaying, although this comes with its own caveats. In such a model we reward the players for acting in character, perhaps giving them certain qualities that they can aspire to (I believe many White Wolf games do this) and rewarding them with experience or new skill dice for consistant roleplaying or character progression. The problem with this idea is that it artificially manufactures roleplaying, players start acting in character in a way that is noticable in the hopes of scoring that precious experience that will give them the edge.

In the end alignment and roleplaying is always a contentious issue and it's about knowing what your party want. If they enjoy the smash and grab gameplay of a dungeon crawl then giving them an alignment is not such a sin since they are already treating the game mechanically, playing to win rather than for a narrative. This is entirely fine, but if your party wants some involved roleplaying then let them play their characters as they want and their commitment to the story will make them act accordingly.

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