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feel it’s incomplete.</p><p id="bb87">Many players feel that alignment shouldn’t matter. Or, perhaps more accurately, they don’t want to feel constrained by the limitations some alignments can impose.</p><figure id="5dae"><img src="https://cdn-images-1.readmedium.com/v2/resize:fit:800/1*iST_W9cLbr8zF131RUZnYw.jpeg"><figcaption>Image by Mitaukano from Pixabay.</figcaption></figure><p id="da89">It’s understandable, even though I don’t personally agree with it. Yes, life is full of gray areas where it seems justifiable for, say, a good person to commit an evil act for the greater good, or in a life-or-death situation, or that it’s imprudent to leave an enemy alive at your back.</p><p id="46c1">That’s why life is a challenge. That’s why the lives of your player characters should be a similar challenge.</p><p id="3653">Did you think roleplaying was just about the hack ‘n slash, hack ‘n slash, and haul away the loot? The game is greater than that.</p><h1 id="1b1a">How Alignment Should Also Be Viewed</h1><p id="44a1">Consider this.</p><p id="6443">Alignment is also how others perceive and react to <i>you</i>. Not just the gods, but your companions, the NPCs, the monsters, the player’s adversaries, and the world at large.</p><p id="2422">Consider an aspect of alignment as a stand-in for <i>reputation</i>.</p><p id="2ec8">Sure, you can say you’re lawful (or chaotic or neutral) good, but the townspeople know about that orphanage you and your fellow party members burned down. Or those guards you killed just for doing their job — especially when you could have gone with non-lethal alternatives.</p><p id="117e">That’s why the village mob is getting ready to lynch your “chaotic good” ass.</p><p id="947e">That’s why your patron deity has cut off those healing spells.</p><p id="a50a">It’s why merchants won’t deal with you. Why inns won’t have you. Why no one in the tavern will feed you any juicy rumors or leads.</p><p id="967f">It’s why Lord Horrendor the Awful keeps dropping his business card in front of you and making that creepy “call me” gesture.</p><p id="6f19">And it’s fair. Totally fair.</p><p id="c304">You want to be a murder hobo, that’s fine. It’s not my usual bag, but I think many of us have indulged in a few nights of killing everything in sight just for the hell of it.</p><p id="cdca">But murder hobo-ing should come at a cost.</p><p id="81cf">My high school gaming group back in 198-<i>mumble-mumble</i> had a reserved set of player characters just for that purpose. They were eventually caught and executed — except for the thief who, as far as we know, is still on the run 35 years later.</p><p id="eaf4">Another way for the player to look at alignment is “actions have consequences.” If you’re playing an evil character and don’t mind the challenges that come with it, fine. Of course, some of those consequences can come from your fellow party members if they’re not supportive of having an evil-doer in their group.</p><figure id="1e73"><img src="https://cdn-images-1.readmedium.com/v2/resize:fit:800/1*p22nsjEhRskeZtnDvGfpyw.jpeg

Options

"><figcaption>Image by Mitaukano from Pixabay.</figcaption></figure><p id="2063">“It’s what my character would do!” is perfectly valid so long as you realize that it’s not a <i>carte blanche</i> to be a dick without consequences.</p><h1 id="9014">Should Alignment Be a Limiting Factor?</h1><p id="7b1b">Try not to look at it that way.</p><p id="5377">Instead, view alignment as a challenge inherent in building a good game. It’s a way to more effectively roleplay your character.</p><p id="330e">If you play alignment considerations well, it can be a fun challenge that will deepen your overall experience and enjoyment. Your game will be richer. Your player character will have more depth.</p><p id="dc55">It’s your reputation on the line. Do with it as you will.</p><p id="7dc8"><i>Cheers!</i></p><div id="8e12" class="link-block"> <a href="https://readmedium.com/in-defense-of-the-tavern-in-dungeons-dragons-a6dd2e057217"> <div> <div> <h2>In Defense of the Tavern in Dungeons & Dragons</h2> <div><h3>This unfairly-maligned starting place can get your game off to a great start.</h3></div> <div><p>medium.com</p></div> </div> <div> <div style="background-image: url(https://miro.readmedium.com/v2/resize:fit:320/0*KQ_EyTuIZixQHh9g)"></div> </div> </div> </a> </div><div id="4506" class="link-block"> <a href="https://wordsbyjohn.medium.com/100-pickpocket-finds-for-your-fantasy-rpg-game-291ca3350188"> <div> <div> <h2>100 Pickpocket Finds for Your Fantasy RPG Game</h2> <div><h3>For thieves, rogues, bards, and other sticky-fingered types!</h3></div> <div><p>wordsbyjohn.medium.com</p></div> </div> <div> <div style="background-image: url(https://miro.readmedium.com/v2/resize:fit:320/1*r5_FyE0LG8a9qjVTxkN_ag.jpeg)"></div> </div> </div> </a> </div><h1 id="d24e">About John Teehan</h1><p id="aedf"><i>John lives in Rhode Island with his wife, son, and dog. He specializes in tech, health, business, parenting, pop culture, and gaming. Visit<a href="http://www.wordsbyjohn.net/"> wordsbyjohn.net</a> for more info and rates. Twitter: @WordsByJohn2</i></p><div id="08fd" class="link-block"> <a href="https://wordsbyjohn.medium.com/membership"> <div> <div> <h2>Join Medium with my referral link - John Teehan</h2> <div><h3>As a Medium member, a portion of your membership fee goes to writers you read, and you get full access to every story…</h3></div> <div><p>wordsbyjohn.medium.com</p></div> </div> <div> <div style="background-image: url(https://miro.readmedium.com/v2/resize:fit:320/0*I4_ivkUTRTST2O0M)"></div> </div> </div> </a> </div></article></body>

Why Alignment Matters In Dungeons & Dragons

And any other roleplaying game.

Image by Mitaukano from Pixabay.

First, I want to explain here that I’m not writing about alignment and race. Jeremy Crawford, lead rules designer for D&D at Wizards of the Coast, has been talking recently about how alignment doesn’t have any bearing on class choice in 5th edition D&D and how they are doing away with the concept that certain races are inherently evil.

It’s a big topic that’s been long in the making as Dungeons & Dragons moves to become more inclusive and rely less on tropes and stereotypes of the past. For the most part, I support and applaud the changes as it allows for greater depth in character development.

I have a few issues with the doing away with class limitations. I mean… a chaotic good assassin? A chaotic neutral paladin?

Image by Sachu Sanjayan from Pixabay.

I suppose they could be built, and I’ll probably come around to it. But as far as the various races used in D&D, I’m all for keeping their options open.

Really, it’s up to how the dungeon master wants to run the game. If I was running an old-school game set in Greyhawk (one of the first settings developed for D&D), my orcs would probably be primarily brutish and evil. If I was running a 5th edition game in the Forgotten Realms (a more civilized setting by comparison), orcs, drow, kobolds, goblins, and such can be whatever they want to be.

Welcome to the future.

But there are other aspects to alignment that need to be considered — aspects that make the concept of alignment still important and relevant to the game no matter what version is being played.

Personal Alignment in D&D

The nature of alignment in D&D has been a subject of contention since the earliest days of the game. Other RPGs whittle alignment options down and broaden their overall descriptions, allowing for a less-strict framework for interpretation. Some don’t use alignment at all.

The original AD&D books describe the options and rules for alignment but very little about why it’s so necessary. By the time 5th Edition rolled out, the Players Handbook at least says this:

“A typical creature in the worlds of Dungeons & Dragons has an alignment, which broadly describes its moral and personal attitudes. Alignment is a combination of two factors: one identifies morality (good, evil, or neutral), and the other describes attitudes toward society and order (lawful, chaotic, or neutral).”

That’s not a bad description. But I feel it’s incomplete.

Many players feel that alignment shouldn’t matter. Or, perhaps more accurately, they don’t want to feel constrained by the limitations some alignments can impose.

Image by Mitaukano from Pixabay.

It’s understandable, even though I don’t personally agree with it. Yes, life is full of gray areas where it seems justifiable for, say, a good person to commit an evil act for the greater good, or in a life-or-death situation, or that it’s imprudent to leave an enemy alive at your back.

That’s why life is a challenge. That’s why the lives of your player characters should be a similar challenge.

Did you think roleplaying was just about the hack ‘n slash, hack ‘n slash, and haul away the loot? The game is greater than that.

How Alignment Should Also Be Viewed

Consider this.

Alignment is also how others perceive and react to you. Not just the gods, but your companions, the NPCs, the monsters, the player’s adversaries, and the world at large.

Consider an aspect of alignment as a stand-in for reputation.

Sure, you can say you’re lawful (or chaotic or neutral) good, but the townspeople know about that orphanage you and your fellow party members burned down. Or those guards you killed just for doing their job — especially when you could have gone with non-lethal alternatives.

That’s why the village mob is getting ready to lynch your “chaotic good” ass.

That’s why your patron deity has cut off those healing spells.

It’s why merchants won’t deal with you. Why inns won’t have you. Why no one in the tavern will feed you any juicy rumors or leads.

It’s why Lord Horrendor the Awful keeps dropping his business card in front of you and making that creepy “call me” gesture.

And it’s fair. Totally fair.

You want to be a murder hobo, that’s fine. It’s not my usual bag, but I think many of us have indulged in a few nights of killing everything in sight just for the hell of it.

But murder hobo-ing should come at a cost.

My high school gaming group back in 198-mumble-mumble had a reserved set of player characters just for that purpose. They were eventually caught and executed — except for the thief who, as far as we know, is still on the run 35 years later.

Another way for the player to look at alignment is “actions have consequences.” If you’re playing an evil character and don’t mind the challenges that come with it, fine. Of course, some of those consequences can come from your fellow party members if they’re not supportive of having an evil-doer in their group.

Image by Mitaukano from Pixabay.

“It’s what my character would do!” is perfectly valid so long as you realize that it’s not a carte blanche to be a dick without consequences.

Should Alignment Be a Limiting Factor?

Try not to look at it that way.

Instead, view alignment as a challenge inherent in building a good game. It’s a way to more effectively roleplay your character.

If you play alignment considerations well, it can be a fun challenge that will deepen your overall experience and enjoyment. Your game will be richer. Your player character will have more depth.

It’s your reputation on the line. Do with it as you will.

Cheers!

About John Teehan

John lives in Rhode Island with his wife, son, and dog. He specializes in tech, health, business, parenting, pop culture, and gaming. Visit wordsbyjohn.net for more info and rates. Twitter: @WordsByJohn2

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