Showing posts with label personality. Show all posts
Showing posts with label personality. Show all posts

Thursday, 24 December 2020

Alignment II: Complications and Excuses

Revisiting my musings on the D&D concept of alignment ten years ago, I stand by the observation that conceptually, it's a mess. Is alignment:

* A force that guides great destinies, setting mortals and monsters at opposite ends of the cosmic chess board?

* A political ethos that rules the morals of states and societies, and those who follow them?

* A style that shines through in the tactics and personality of individuals?

I made these observations about the Law vs. Chaos dimension, originally. But on reflection, they also apply to Good vs. Evil. I missed that originally because people in Western culture, raised on Western stories, will believe that good and evil nature goes through and through. Good people live in good realms and follow good faiths of good gods. Evil people likewise stick to their zone.

Good and Evil Wallpaper (66+ images)But storybook morality falls apart in the real world. Cruel and power-seeking worldly systems can and do serve noble ideological goals. A society supposedly dedicated to tearing down the universe can sweeten its appeal to the outcast by giving them kindness and understanding. Kind and power-hungry individuals can each find their place within those systems.

Yes, the three levels on the average reinforce each other. But the really interesting cases are those where the morality of ultimate ends, worldly means, and individual character fall out of ... alignment.

Think of a repurposing of the I Ching hexagrams, not a system to define characters, but a way to generate possibilities. The first three are the three levels of GOOD --- and EVIL - - : cosmic ends, worldly means, and personal character. The second three do this for LAW --- and CHAOS - -.

Using a site such as this one we first get:

- - EVIL END
--- GOOD MEANS
--- GOOD PERSON
--- LAWFUL END
--- LAWFUL MEANS
- - CHAOTIC PERSON

Here's someone who, like most in their society, upholds a cosmic order where the strong rule and everyone knows their place. Although the gods of this order are cruel, the church and state who serve them are set up to cushion the blows as much as possible, seeing the diabolic as the only effective bulwark against forces that would utterly wreck the world. Despite their strictness in rule, the powers that be find it expedient to hire less constrained agents. Such a one is our hero, who believes in rules -- for other people -- but is otherwise good-willed and magnanimous.


--- GOOD END
- - EVIL MEANS
--- GOOD PERSON
- - CHAOTIC END
--- LAWFUL MEANS
- - CHAOTIC PERSON

Here is a harsh contradiction -- a lawful evil social order served by a chaotic good person while the order itself serves a chaotic good metaphysical cause. Can anyone believe in all three layers simultaneously? Does this example break down and force us back into the seamless view of alignment?

No, not necessarily. Consider, through the dark arts of social psychology, the many ways in which people deftly reduce the cognitive dissonance from incompatible elements of their belief system. The ease with which people go from hugging their dog to dining on pork, or the ways belief systems put qualifications around "respct for human life", prove that excuses and rationalizations are everywhere.

We can put all of them to use in our example.

  • Means-end separation. The dictator is only taking charge to preserve the dream of freedom and benevolence! When its enemies vanish then the true end state will be possible! (But the enemies never vanish, do they...)
  • Denial of responsibility. The system is too big to change, I can try to make it better from within, if I didn't do this someone worse would.
  • Advantageous comparison. Say what you will about our kingdom, over there they have it much worse!
  • Euphemistic labeling. Come with me to the Cells of Liberation where the truth will be extracted from you in the Palace of Joy.
  • Selective moral concern. Oh yes, it may seem that we are mean and oppressive, but only to subhumans / criminals / malcontents who deserve it. To our loyal people we are liberal and fair!
  • Straightforward fingers-in-ears denial. What? Nonsense! We don't torture people. I don't know what you're talking about. Those are all lies spread by our enemies.


None of these excuses are ironclad, and each of them can be toppled over time. Then you have personal evolution or a social revolution. But the fall of a tower of mutually reinforcing rationalizations should never be taken for granted. Its tensions and dynamics contain the seeds of situations much more intriguing than the storybook goodie/baddie distinctions that alignment by-the-book encourages. 

Next and finally: Everyday morality and alignment.

Wednesday, 18 February 2015

Players Align Characters Through Actions

Since I got back into role-playing almost 5 years ago I have never used alignment in a game. It just seems ass-backwards -- writing down a promise to do some abstract things on your sheet, in a vague terminology, and then arguing about whether the specific things you do add up to that vague promise or not. If you're not arguing about your alignment, you're either doing your alignment or ignoring it, either of which is equivalent to what a player does in my games anyway, depending on whether or not they have a clear character concept.

To paraphrase Gygax, "character background is the first three levels" and in the same spirit, alignment is what you do with your character. Player alignment. Not the semi-jokey kind of schemes that lay out how players tend to behave towards each other, the GM and the game structure. One of those appears below.



By now several of these sectors are as mythical as the catoblepas (has anyone ever actually seen a "scenery-chewing thespian" player?) but this will do to illustrate what I am not talking about. I am talking about observations made over the years as to how players, when not constrained by alignment, tend to play their characters. Player-determined alignment is real but, going beyond what I wrote several years ago, it doesn't correspond to any alignment scheme used in D&D or in the most fervid, hair-splitting heartbreaker. It's a characterology all its own, that deserves its own terms, put together in opposing pairs.

Never put a fork in a toaster - PolyvoreImpulsive: The player can't stand boredom and pushes the character to propose reckless plans, start fights, and generally see what they can get away with. Their action will usually account for half the party's failures and half their successes.


Strategic: One kind of leadership role, this player moves very cautiously, often is found physically restraining other characters, and wants time to think things through. Not a rules lawyer, but the most likely to consider the rules as part of the plan.

Exuberant: Another kind of leadership role, the player runs the character as a striding, swaggering bag of charm; not so much reckless as eager to please the crowd with the best move, the best solution. The crowd, by the way, includes the GM.

Quiet: This player may be introverted, unsure, or just enjoys watching the game play out around them. They respond when spoken to, are often asked to run point or guard the rear or cast a spell, but rarely propose anything on their own. There is a lot of middling GMing advice written about trying to draw this player out but I find that acknowledging their existence in small and meaningful ways works best.

Dark: This player, through their character, expects the worst of what's around them, and so feels justified in doing the second-worst. This can take many forms and is not always the stereotypical dark elf assassin, but distrust, avoidance and sneak attack form part of their usual counsel to the rest.

Naive: The player enjoys portraying an overly trusting person, whether a fool or just really kind-hearted, to lighten up the grim, heavy, paranoid world of adventure. They're such a perfect patsy for the usual DM array of sympathy traps that you almost feel bad springing them on such an obvious mark.

Obsessive: What the "thespian" stereotype gets wrong is that real acting is hard, ham acting is self-policing, and usually players who want to play their character to the hilt open up a can of spam based on one obsession, be it food, wealth, combat, sex, religion, or hate. They use it more as a running gag than an excuse for soliloquies. Really, there's enough irony in the water these days that if the room isn't laughing heartily, they'll turn off the shtick real quick.

Eccentric:  Kind of the mirror twin of the obsessive but coming from an opposite place, this character sends out a lot of random signals but there's a difference between playing weirdo and playing impulsive - the impulsive player is trying to accomplish something and sometimes succeeds but the eccentric is just trying to make a style point, like Nerval walking a lobster. Truth be told, though, frame-breaking jokes are so common among everyone that this one's "wacky" in-character pronouncements get mistaken for out-of-character banter half the time. White Wolf did a good job of writing niches for this kind of player into their games.

So with this scheme in mind, there's really no reason to write it on the character sheet, because it's what the player does. But for a GM, rolling a d8 or two to come up with personality elements for an NPC that's easy to play because you have the examples all around you - that's another matter.

Wednesday, 19 January 2011

Dramatic Personae

A while ago there was some talk in various places about social rules for D&D. I don't use a specific set of social interaction rules beyond reaction and morale rolls for NPCs in various situations, but I did get thinking about what I do when GMing a social interaction, what other people might need to get to that level, and what I need to do to get beyond that level.

Usually, I have some idea of the character in my head. This is often based on a stock fantasy cliche with one or more wrinkles. For example, there's an NPC ranger in my campaign, Burnsteen, who is stoic, no-nonsense, and was introduced to the players more or less as the hand-me-down brooding Aragorn figure in the hooded cloak at the corner table. His role is as liaison to the town (one point of individuality) but pretty much he follows the picture on the can. Oh, except for one thing - he ... wait, my players are reading. Never mind.

Anyway, a GM who isn't as thoroughly basted in all the classic Modern Medieval Fantasy genre reading and ideas might have trouble coming up with these cliches. Even for the rest of us it might be good to have a reminder of what a dead-center personality would look like for a standard barmaid, sailor or dwarf.

Where I sometimes need help, especially when improvising, is veering off center. If you do it intentionally the results can feel forced ("The ranger is, um, an opera singer") and there has to be a balance where not every character intentionally breaks cliche. This is where a random table would come in real handy, giving plausible deniability for your evil decision to make the town gate guard turn out to be an egomaniac tyrant.

So on the right, or through the link, you may download a pdf of my Dramatic Personae. This is a d6-based table of 36 stock fantasy characters - the wizard, the knight, the peasant, the barbarian, etc. - each with five cliched motives or character traits. There's a random method of generating non-player character traits using this table, and some ideas for how sub-types might fit in. You can see this, perhaps, as a supplement for social interaction with the kind of stock characters that Al, of Beyond the Black Gate, gave combat stats for in the Monsterless Manual.

The method leads to some characters being completely as expected, varying only in how nasty or nice they are. But, some results also lead to Distinctive traits. That is, the character gets someone else's cliche. This can lead to a boisterous wizard, a barbarian who fears death, or a floozy with a heart of lead.

All else is explained in the document. Enjoy!