Get your tires rotated every six months.
Oh, wait: I mean Dungeons & Dragons alignments.
We all know the famous three-by-three grid, right? You've got Lawful Good in the upper left, with Lawful Neutral below it and Lawful Evil at the bottom. The middle column has Neutral Good at the top, True Neutral in the Paul Lynde square, and Neutral Evil below. On the right we have Chaotic Good, Chaotic Neutral, and (boo, hiss!) Chaotic Evil.
Social media has used this as the structure for hundreds of memes, slotting in superheroes, Lord of the Rings characters, breakfast foods, how you deploy your toilet paper roll, and far too many others.
And since the first publication of the D&D Basic Set in 1977, roleplayers have been arguing about what those axes actually mean. Part of the problem is that American society has gone through immense changes during that same period. When (practicing Jehovah's Witness) Gary Gygax put the alignment grid in the game, the definitions were pretty simple. Good and Evil were God vs. Satan, Law and Chaos were following the rules of society vs. rebelling against them. Simple enough?
Well, no. An increasingly secularized society meant that game designers and gamemasters had to slot Good vs. Evil into a non-religious, essentially subjective framework. Meanwhile the rebellious "counterculture" attitudes of many gamers meant that Law and Chaos also became subjective. Trouble is, as various authors have said over the years, "everyone is the hero of his own story." Which means if Good, Evil, Law, and Chaos are matters of personal judgement, everyone is Good and probably everyone is Lawful as well.
And just to complicate things, in the D&D world, the alignments are also cosmic factions — rival pantheons in the Outer Planes struggling for influence in the material world. So in addition to personal ethics, alignment can simply be what team you support. A bad person who worships a Good deity could be Evil (personal ethics) or Good (allegiance).
Here's my attempt to define the terms in non-religious but objective terms. I doubt this is the last word on the subject, but it is what I intend to use for my own games in the future. This is not an attempt to actually define Good and Evil, just to put them in usuable terms for use in games.
In general, Good — across all cultures — implies altruism. Helping others, treating them fairly, keeping the peace in your social group. There are plenty of complicated edge cases, hypotheticals involving non-human psychology and biology, but the core is pretty robust. Good means being, well, good to others.
Evil, the converse, is fundamentally selfish. The Evil individual (and again, we're talking about roleplaying game characters here) puts his personal interest and desires above the welfare of others. An evil individual takes things if he wants them, harms people if they don't do what he wants, and very much does not do unto others as he would have them do unto him.
Good and Evil are actually the simple ones, even though moral philosophers have been wrestling with how to define them for at least three thousand years. The troublesome D&D alignments are Law and Chaos. Does being Lawful mean you follow the law even when it's unjust? Does Chaos require you to oppose any authority, even if it's beneficial? If you follow a personal code of honor is that Lawful or Chaotic?
I've thought about this for a while and I think I've found a useful way to distinguish between Law and Chaos: time horizon. Law implies long-term thinking, Chaos is all about immediate gratification. Law plans, Chaos acts. Stalin, working through the machinery of the Soviet state, was Lawful Evil. Some asshole who gets pissed off because somebody said something to him at a party and shoots up the room is Chaotic Evil.
So let's go through the nine alignments, looking at how people in each box might behave, and how a society built on that principle might work.
Lawful Good: Long time preference, high altruism. A Lawful Good individual is pro-social, defers gratification, and sacrifices personal benefit for society. That's a pretty good fit for the most Lawful Good character class, the Paladin. A Lawful Good society expects everyone to work together, make sacrifices for the group, and help one another — a common Utopian ideal, but presumably without any coercion to make it happen.
Neutral Good: Moderate time preference, high altruism. Basically a more impulsive version of Good than Lawful Good. Neutral Good individuals would try to strike a balance between helping people immediately and helping in the long term. A Neutral Good society is less tolerant of short-term problems even though that might consume resources which could be more efficiently employed for long-term goals.
Chaotic Good: Short time preference, high altruism. Essentially nice people with Twitter. Chaotic Good individuals are always concerned about the Current Thing. Alleviating present harms is more important than any hypothetical long-term benefits. A Chaotic Good society would be inefficient but well-intentioned: groups and individuals trying to solve a variety of ills, often working at cross-purposes. Nice, but . . . chaotic.
Lawful Neutral: Long time preference, moderate altruism. Willing to tolerate harm or injustice in pursuit of a long-term benefit. A Lawful Neutral character would be rational, pragmatic, but a bit heartless. A Lawful Neutral society would probably be pretty harsh. The Legalist societies of ancient China are a good real-world example of a Lawful Neutral system.
True Neutral: This one is surprisingly tricky, and has sparked no end of discussion among gamers. Moderate altruism, medium time preference. There's two ways to look at this — either the Buddhist ideal of detachment from the world, or just a fairly incoherent muddle of conflicting drives. The latter is certainly common enough among people in the real world. The Druid character class is supposed to be True Neutral, but to be honest, that never struck me as particularly sensible. Historical Druids in ancient Celtic societies were pretty solidly Lawful Good, or maybe Lawful Neutral since ancient societies could be awfully harsh at times. The nature-worshipping Lorax/hippie Druid of D&D seems a lot more Chaotic Good. A True Neutral society isn't hard to imagine: a culture which tries to balance personal selfishness, altruism, freedom, and order. Sounds like most modern Western nation-states to me.
Chaotic Neutral: Low time preference, moderate altruism. A Chaotic Neutral person can balance personal desires against helping others, but has poor impulse control. This is the classic "issues with authority figures" personality — not actually desiring harm to people, but very unwilling to accept direction from anyone else. A Chaotic Neutral society, ironically, might be more stable than a Chaotic Good one, since while there would be more people trying to take advantage of others for their own benefit, there would be less charging about trying to solve the crisis of the week.
Lawful Evil: Low altruism, high time preference. A Lawful Evil character can control his impulses and make sacrifices for long-term goals, but those goals are entirely selfish. This is the classic Evil Overlord type character, and thus the most challenging kind of villain. He's not going to screw up with some outburst of temper or momentary whim. He's also willing to work within organizations and social rules to get what he wants. A Lawful Evil society would be highly rational and organized, but would favor the interests of the powerful at the expense of everyone else. A cynic might identify all societies as Lawful Evil, but the best historical examples I can think of would be oligarchies like Republican Rome, Carthage, and possibly Russia pre-2022. They're run by bastards, but the bastards aren't stupid.
Neutral Evil: Low altruism, moderate time preference. Sometimes in roleplaying games this is defined as "pure Evil" as it manages to include both long-term and short-term villainy. A Neutral Evil character doesn't have the patience for the Lawful Evil's cunning plots, but that actually makes him more dangerous to be around — the chance of irrational harm is scarier than a careful plotter, even though it may be a bit self-destructive. Neutral Evil societies would be similar to Lawful Evil ones, just less organized. Think of various kleptocratic oligarchies around the world, or Renaissance city-states whose rulers might go to war out of personal pique.
Chaotic Evil: Low altruism, short time preference. Selfish, impulsive, and sociopathic. The Chaotic Evil individual is likely to burn out pretty fast, as he's likely to piss off someone more powerful, possibly a whole lot of someones. If there were people devoted to Chaos as a philosophy they might wind up here, but that seems kind of self-refuting. A Chaotic Evil society . . . isn't. Basically it turns into a war of all against all. If one person or faction can take over, then they've established a Neutral Evil regime, even if the boss is personally Chaotic.
Any questions? Let the nerd-wrestling commence!
Recent Comments