Morality System
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role-playing game A role-playing game (sometimes spelled roleplaying game, or abbreviated as RPG) is a game in which players assume the roles of player character, characters in a fictional Setting (narrative), setting. Players take responsibility for acting out ...
s (RPGs), alignment is a categorization of the
moral A moral (from Latin ''morālis'') is a message that is conveyed or a lesson to be learned from a story or event. The moral may be left to the hearer, reader, or viewer to determine for themselves, or may be explicitly encapsulated in a maxim. ...
and
ethical Ethics is the philosophical study of moral phenomena. Also called moral philosophy, it investigates normative questions about what people ought to do or which behavior is morally right. Its main branches include normative ethics, applied e ...
perspective of the
player character A player character (also known as a playable character or PC) is a fictional Character (arts), character in a video game or tabletop role-playing game whose actions are controlled by a player rather than the rules of the game. The characters tha ...
s,
non-player character A non-player character (NPC) is a character in a game that is not controlled by a player. The term originated in traditional tabletop role-playing games where it applies to characters controlled by the gamemaster (or referee) rather than by a ...
s,
monster A monster is a type of imaginary or fictional creature found in literature, folklore, mythology, fiction and religion. They are very often depicted as dangerous and aggressive, with a strange or grotesque appearance that causes Anxiety, terror ...
s, and
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in the game. Not all role-playing games have such a system, and some
narrativist GNS theory is an informal field of study developed by Ron Edwards (game designer), Ron Edwards which attempts to create a unified role-playing game theory, theory of how role-playing games work. Focused on player behavior, in GNS theory participan ...
role-players consider such a restriction on their characters' outlook on life to be overly constraining. However, some regard a concept of alignment to be essential to role-playing, since they regard role-playing as an exploration of the themes of good and evil. A basic distinction can be made between alignment typologies, based on one or more sets of systematic moral categories, and mechanics that either assign characters a degree of adherence to a single set of ethical characteristics or allow players to incorporate a wide range of motivations and personality characteristics into gameplay.


Alignment typologies


''Dungeons & Dragons''

The original ''
Dungeons & Dragons ''Dungeons & Dragons'' (commonly abbreviated as ''D&D'' or ''DnD'') is a fantasy tabletop role-playing game (TTRPG) originally created and designed by Gary Gygax and Dave Arneson. The game was first published in 1974 by TSR (company)#Tactical ...
'' (D&D) game created a three-alignment system of law, neutrality and chaos. In ''
Advanced Dungeons & Dragons Several different editions of the '' Dungeons & Dragons'' (''D&D'') fantasy role-playing game have been produced since 1974. The current publisher of ''D&D'', Wizards of the Coast, produces new materials only for the most current edition of the ...
'', this became a two-dimensional grid, one axis of which measures a "moral" continuum between good and evil, and the other "ethical" between law and chaos, with a middle ground of "neutrality" on both axes for those who are indifferent, committed to balance, or lacking the capacity to judge. This system was retained more or less unchanged through the 2nd and 3rd editions of the game. By combining the two axes, any given character has one of nine possible alignments: Neutral in this scheme can be one of two versions: Neutral, those who have no interest in (or no ability to care about) the choice between Good and Evil or Law and Chaos; or "True Neutral", meaning those who not only actively remain neutral but believe it is necessary to enforce the balance of the world on others, and would act in any required fashion to bring about that balance. According to
Ian Livingstone Sir Ian Livingstone (born 29 December 1949) is an English fantasy author and entrepreneur. Along with Steve Jackson, he is the co-founder of the '' Fighting Fantasy'' series of role-playing gamebooks, and the author of many books within that ...
, alignment is "often criticized as being arbitrary and unreal, but... it works if played well and provides a useful structural framework on which not only characters but governments and worlds can be moulded." In the 4th edition of the game, the alignment system was simplified, reducing the number of alignments to five. The 5th edition of ''D&D'' returned to the previous two-axis system. However, it also decoupled alignment from most of the ''D&D'' game mechanics; instead, alignment in this edition is more of a flexible roleplaying guide.


''Warhammer FRP''

''
Warhammer Fantasy Roleplay ''Warhammer Fantasy Roleplay'' or ''Warhammer Fantasy Role-Play'' (abbreviated to ''WFRP'' or ''WHFRP'') is a role-playing game set in the ''Warhammer Fantasy (setting), Warhammer Fantasy'' setting, published by Games Workshop or its licensee ...
'' originally used a linear five-place system: Law – Good – Neutral – Evil –
Chaos Chaos or CHAOS may refer to: Science, technology, and astronomy * '' Chaos: Making a New Science'', a 1987 book by James Gleick * Chaos (company), a Bulgarian rendering and simulation software company * ''Chaos'' (genus), a genus of amoebae * ...
. In changes of alignment (for whatever reason) a character moved one place along to the next position (e.g.: a neutral character could move to good or evil but not to chaotic). In practice, the system was used to regulate reactions between characters of different alignments. In the newer edition, the concept of alignment (and the presence of Law as the antithesis of Chaos) has been discarded, with more emphasis on the personalities and unique natures of characters, rather than a linear alignment system.


''Palladium''

''
Palladium Palladium is a chemical element; it has symbol Pd and atomic number 46. It is a rare and lustrous silvery-white metal discovered in 1802 by the English chemist William Hyde Wollaston. He named it after the asteroid Pallas (formally 2 Pallas), ...
'' uses a system where alignments are described in detailed terms of how a character acts in a certain situation: whether they will lie, how much force they will use against innocents, how they view the law, and so on. The alignments are organized into three broad categories: Good, Selfish, and Evil. The seven core alignments are Principled (Good), Scrupulous (Good), Unprincipled (Selfish), Anarchist (Selfish), Aberrant (Evil), Miscreant (Evil), and Diabolic (Evil). An eighth alignment, Taoist, was introduced in the Mystic China supplement, but has not seen wide use. Each category contains answers to a set of questions on moral behaviours. For example, given the question "Would you keep a wallet full of cash you found?", most selfish or evil alignments would keep it, while most good alignments would seek to return the wallet to its owner. The categories are not organized into a pattern like Dungeons & Dragons. The system specifically does not include any sort of "neutral" alignment on the grounds that a neutral point of view is antithetical to the active role heroes and villains should play in a story.


''Star Wars''

The alignments of the '' Wizards of the Coast Star Wars Roleplaying Game'' are limited to "light side" and "dark side", though there are variations within these. In the older
West End Games West End Games (WEG) was a company that made board, role-playing, and war games. It was founded by Daniel Scott Palter in 1974 in New York City, but later moved to Honesdale, Pennsylvania. Its product lines included ''Star Wars'', ''Paranoia' ...
version of the game, behaviour is controlled with
Force In physics, a force is an influence that can cause an Physical object, object to change its velocity unless counterbalanced by other forces. In mechanics, force makes ideas like 'pushing' or 'pulling' mathematically precise. Because the Magnitu ...
points which indicate one use of it per point. When using The Force for evil deeds, the character gains a Dark Side point which can accumulate and put the character at risk of being turned to the Dark Side at a periodic die role, at which point the player loses control of their character and becomes a non-player villain character. By contrast, heroic deeds using The Force allow the player to remove the point. In addition, using The Force heroically at a dramatically appropriate moment, such as
Luke Skywalker Luke Skywalker is a fictional character in the ''Star Wars'' franchise. He was introduced in the original film trilogy as the main protagonist and also appears in the sequel trilogy. Raised as a poor moisture farmer on the desert planet Tat ...
firing his proton torpedoes in the
Death Star The Death Star is a fictional space station and superweapon featured in the ''Star Wars'' space-opera franchise. Constructed by the autocratic Galactic Empire, the Death Star is capable of obliterating entire planets, and serves to enforce ...
's exhaust port in the
Battle of Yavin The Battle of Yavin takes place in the fictional universe of ''Star Wars''. It pits the Galactic Empire against the Rebel Alliance around the gas giant Yavin and its fourth moon. This fictional battle serves as an official epoch for the in-uni ...
, enables the player to not only regain the force point but also gain another.


Other mechanics for character motivation and ethics


''World of Darkness''

Characters in White Wolf's old ''
World of Darkness ''World of Darkness'' is a series of tabletop role-playing games, originally created by Mark Rein-Hagen for White Wolf Publishing. It began as an annual line of five games in 1991–1995, with ''Vampire: The Masquerade'', ''Werewolf: The Apocaly ...
'' (WoD) games have "Nature" and "Demeanour" characteristics that describe how the characters really are and how they behave superficially. The Nature and Demeanour are freeform, allowing players to create new types. Additionally, in White Wolf's '' Vampire: The Masquerade'' and derivatives (such as ''Ghouls: Fatal Addiction''), vampire and human characters may have a "Humanity" trait ranging from 0 to 10. The higher levels are the compassionate and humane while the lower levels are psychopathic (further enhanced by the predatory nature of the vampire psyche). The average non-magic human has a Humanity score of about 7 or 8. Other ''paths'' (moral philosophies) were created for vampire types. The path mechanic was sharply criticized for providing an "out" for gamers to avoid having to pay in-game penalties for actions which would exact them from a character on the humanity path.
Kindred of the East ''Kindred of the East'' is a tabletop role-playing game book and game line. It was released by White Wolf Publishing in February 1998 for use with their horror game '' Vampire: The Masquerade''. It is a part of the ''World of Darkness'' series, ...
provided a system for "dharmas" which superficially resembled path mechanics, but was meant to represent the character's mastery of an occult philosophy rather than to gauge its moral state. This has changed with the re-imagining of the ''World of Darkness'' setting. In the new editions of the White Wolf games (new ''World of Darkness'', '' Vampire: The Requiem'', '' Mage: The Awakening'', etc.), all characters have a morality trait ranked from 0 to 10, though what it is called varies from game to game, and what sorts of behaviour will raise or lower it depend on the character type as well (in ''Vampire: The Requiem'' it is still called ''humanity'' and is affected by the same behaviours). In addition to this, all characters have a ''virtue'' and a ''vice'' based upon the traditional seven of each, which represents their major (though not only) vice and virtue. This is intended to illustrate that even the very good are never perfect, although characters with a score closer to 10 will be much more capable of avoiding evil behaviour while characters of lower moral tone will begin to care less about such and simply revel in being wicked. Additionally, unlike ''Dungeons & Dragons'' in which every character is subject to at least a cursory moral classification, not all ''World of Darkness'' characters are subject to morality. Some beings, such as very old and very powerful Spirits (like the Idigam), or entities from the Abyss (like the Acamoth) are beyond manifest conception and thus are outside any measure of useful definition. Unlike the majority of other role-playing games, the World of Darkness "alignment" system is meant not to reflect philosophical convictions about 'right' and 'wrong', which are left entirely up to the creator of the character. Instead, they represent the generalities of the character's state of mind. Believing in or adhering to a certain set of abstract moralisms is not considered to be as strong a motivating factor as the concrete conditions of what a character's personality may bring them to do. While philosophical moralism may play a strong role in a character's thought, lifestyle, and development, these may be violated with only minor to moderate repercussions, depending on the situation, while striking out against a character's basic temperament carries strong psychological consequences, and the behaviour of comprehensively changing a character's disposition takes a great deal of time and diligence. This system was designed specifically by White Wolf in order to avoid having characters pigeonholed as stereotypical heroes and villains who are often driven by beliefs so strong they seem to be psychic imperatives. It was created with the goal in mind of enforcing the moral and ethical 'grey area' within which the World of Darkness setting as a whole resides, and generating focus around the struggle of each character throughout the Chronicle (WoD Campaign) to reconcile their personality with their beliefs and the situations which test them.


''d20 Modern''

''
d20 Modern ''d20 Modern'' is a modern fantasy role-playing game system designed by Bill Slavicsek, Jeff Grubb, Rich Redman, and Charles Ryan. The system's core rulebook was published by Wizards of the Coast on November 1, 2002; by 2006, ten additional supp ...
'' uses "allegiance", an ordered list of groups and ideals the character is aligned with, ranked in approximate order of increasing priority. Characters' allegiances determine a 'rule of thumb' for their reactions to situations, in that they will generally favour the interests or outlook of their highest allegiance, or their next where the first does not apply. This generally allows for snap-decisions on moral or ethical questions, in keeping with the rapid pace of gameplay.


''DC Heroes''

''
DC Heroes ''DC Heroes'' is an out-of-print superhero role-playing game set in the DC Universe and published by Mayfair Games. Other than sharing the same licensed setting, ''DC Heroes'' is unrelated to the West End Games ''DC Universe'' or the more recen ...
'' from
Mayfair Games Mayfair Games was an American publisher of board game, board, card game, card, and roleplaying games that also licensed German-style board game, Euro-style board games to publish them in English. The company licensed worldwide English-language pub ...
(now known as MEGS, Mayfair Exponential Game System) used the characteristic "motivation" to describe a character's ethical behaviour. This is selected from a list divided into "heroic" (upholding the good, responsibility of power, seeking justice, thrill of adventure, and unwanted power) and "villainous" (mercenary, thrill seeker, psychopath, power lust, and nihilist). In the MEGS licensed game Blood of Heroes by Pulsar Games, a set of "anti-heroic" variations on some of the heroic and villainous motivations were presented, allowing characters to exist in moral and ethical gray areas. To enforce the motivations, players are awarded or deducted character points, which have various uses, depending on their actions. For instance, good characters are awarded points for good and heroic behaviour while evil behaviour can cost them.


''GURPS''

''
GURPS The ''Generic Universal Role Playing System'', or ''GURPS'', is a tabletop role-playing game system published by Steve Jackson Games. The system is designed to run any genre using the same core mechanics. The core rules were first written by St ...
'' uses "mental disadvantages" to model the personality of character ("good" and "evil" personality traits are disadvantages because they limit or impose behaviour). Mental disadvantages include ordinary personality traits (honest, curious, shy, bad temper), phobias ( scotophobia,
triskaidekaphobia Triskaidekaphobia ( , ; ) is fear or avoidance of the number . It is also a reason for the fear of Friday the 13th, called ''paraskevidekatriaphobia'' () or ''friggatriskaidekaphobia'' ( and ). The term was used as early as in 1910 by Isador ...
), mental illnesses (delusions, hallucinations, manic depression), and various self- or externally imposed behaviours (vow, code of honour, addiction). Characters gain extra development points by taking disadvantages, allowing them to buy more advantages and skills. However, only the extremes of behaviour are defined as strong disadvantages, while normal predilections and preferences are referred to as "quirks". Also, if a normally-disadvantageous personality trait is used for a character in a game where it would actually be advantageous, it is termed an advantage and costs points.


''Unknown Armies''

Characters in ''
Unknown Armies ''Unknown Armies'' is an occult-themed roleplaying game by John Scott Tynes and Greg Stolze, published by Atlas Games. The first edition was published in 1998, with the second and third editions being released in 2002 and 2017 respectively. Th ...
'' (UA) have "passions": specific stimuli that bring out certain behaviours and reflect the character's deepest personality traits. Every character has one "fear passion" that gives the character a bonus chance to escape a specific kind of frightening stimulus, one "rage passion" that helps the character lash out against a particular frustrating stimulus, and one "noble passion" that provides a bonus to selfless behaviour for the sake of some greater cause. Passions are invented freeform during character creation, but each fear passion is tied to one of the five types of psychological stress in UA: violence, helplessness, isolation, self, or the unnatural.


Alternate methods

Some games have used other methods to encourage certain behaviours. For instance,
superhero A superhero or superheroine is a fictional character who typically possesses ''superpowers'' or abilities beyond those of ordinary people, is frequently costumed concealing their identity, and fits the role of the hero, typically using their ...
games like '' Marvel Super-Heroes'' and ''
DC Heroes ''DC Heroes'' is an out-of-print superhero role-playing game set in the DC Universe and published by Mayfair Games. Other than sharing the same licensed setting, ''DC Heroes'' is unrelated to the West End Games ''DC Universe'' or the more recen ...
'' each have points that players could earn with heroic behaviour or lose with inappropriate actions. Given that these points could be used to improve their characters, or affect dice roll results in their favour, the players have an incentive to have their characters behave heroically and morally to earn them. The ''
Star Wars ''Star Wars'' is an American epic film, epic space opera media franchise created by George Lucas, which began with the Star Wars (film), eponymous 1977 film and Cultural impact of Star Wars, quickly became a worldwide popular culture, pop cu ...
'' RPG by
West End Games West End Games (WEG) was a company that made board, role-playing, and war games. It was founded by Daniel Scott Palter in 1974 in New York City, but later moved to Honesdale, Pennsylvania. Its product lines included ''Star Wars'', ''Paranoia' ...
uses the rules governing the use of
the Force The Force is a Metaphysics, metaphysical, mysterious, and Energy (esotericism), ubiquitous power in the ''Star Wars'' Universe of Star Wars, fictional universe. Characters refer to the Force as an energy that interconnects all things in the univer ...
for the same purpose.


References


External links

* {{DEFAULTSORT:Alignment (Role-Playing Games) Role-playing game terminology