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Why Planescape Doesn't Need
Alignment
When I convert Planescape to another system such as
GURPS or Fudge, the first objection many make is that you have to also
convert over Alignment, since Planescape depends on alignment.
My view is that alignment is an AD&D mechanic. I will happily use
it and play with it when playing an AD&D game. Alignment is not,
however, a part of the GURPS or Fudge mechanics, and as such is not
necessary in those games- not even for a GURPS Planescape or
Fudge Planescape game! This page is my extensive arguments as to
why I think alignment is unnecessary when playing
Planescape under a system other than AD&D.
Contents:
Introduction: What
I'm Trying to Accomplish
When I advocate not importing some sort of alignment mechanic into
rules systems other than AD&D, I am often accused of gutting the
Planescape setting. I am removing what makes it
Planescape, the argument goes, by eschewing alignment.
What I want to do here is attempt to make two points:
- Planescape survives intact, and keeps its verve and
uniqueness, even in the absence of alignment labels as described under
the AD&D mechanics, and
- If I can convince you of that, then I want to argue that alignment
is a terribly limiting and confining thing, without which
Planescape is actually enhanced.
If I can just convince one or two people of (1), that I'm not utterly
missing the point of Planescape by rejecting alignment, I
will be happy. I recognize that most AD&D and
Planescape players will think that I'm just off my
rocker.
Why Discuss Alignment in
the First Place
For most game worlds, if you aren't playing AD&D, you don't have
to deal with any of the artifacts of the AD&D rules system,
including alignment. Planescape, however, appears to be
built on the foundation of alignment. It is all about ethics and
philosophy, and the familiar old two-dimensional alignment graph is the
time-worn (if not time-honored) foundation of philosophy in AD&D.
Alignments appear not only in the description of characters, but in the
description of the very outer planes themselves. It seems that you
can't get away from using some sort of alignment statistic if you want
to play
Planescape.
I, respectfully, disagree. The way I see it, alignment is another
AD&D statistic just like class, THAC0, hit dice, etc. These other
statistics appear in Planescape material. I don't use
them. When I convert a character over to GURPS or Fudge, I create the
statistics for that character in my system. I try to keep his abilities
and nature more or less intact, but I use my system's statistics, not
those of the AD&D system. It should be clear, then, that I will do
exactly the same thing with the game statistics that describe the
character's ethos and philosophy. I take the alignment, along with
whatever text description there is of the character's nature and values,
and turn that into a combination of advantages, disadvantages, quirks,
gifts, and faults (depending on the system I'm using), along with a text
description. End of alignment. Not necessary.
An Ethical
Mechanic
You may reject my arguments in the previous section, saying that
alignment is not just like class, but is more than that. I will
ceed this point, though I still think there may be some value in the
comparison. Class and level describes how powerful a character is, and
what he is capable of. GURPS, Fudge, and other rules sets have their
own mechanics for such things. Alignment, on the other hand, describes
the broad ethical forces, which are real tangible primal forces in a
fantasy world such as Planescape. Quirks and
disadvantages in GURPS, or faults in Fudge, may provide more and better
tools for describing a
character's beliefs and ethos than simple alignment labels, and
in this sense you may agree that what I say in the previous section
makes sense. However, these GURPS and Fudge game mechanics do not
represet any sort of primal ethical forces. Since philosophical and
ethical forces are at the core of Planescape, it would
seem, that we are back to requiring alignment to keep
Planescape as Planescape.
I disagree. I do not think you need to have a specific game mechanic
to model ethical forces. There are any number of components of the
stories and settings that go into good roleplaying games, which are
crucial to the story or setting, for which there are no specific game
mechanics. Plots, character evolution, affilitations, remembered
grudges, temporary alliances, friendships, foreshadowing, a sense of
forboding, rivalries, powerful kingdoms, powerful political
parties... all of these things are at times key elements of some
settings and some stories, yet most of them frequently make appearances
in games without any specific rules mechanic other than good
roleplaying. I see the ethical conflicts and your ethical associations
as something which is much better left to the roleplaying and story
creation aspects of the game, rather than something which should be
simplified and cheapened by a two-dimensional mechanic. The primal
ethical forces are still there. Even the Powers are still, in
some ways, subservient to these primal ethical forces. I can still
understand this, and still keep this key element of
Planescape intact, without the crutch of alignment as an
ethical mechanic.
What Makes
Planescape Planescape?
Planescape is already a pretty cool setting as just "a
bunch of interesting places." However, that isn't the sum total of
Planescape. It is more than that. There is a unifying
character, verve, and uniqueness that helps make
Planescape such an interesting setting. That verve comes
largely from the "philosophers with clubs" aspect of the setting, that
philosophy becomes a tangible and potentally intrinsically powerful
thing, and from the sweeping multiversal conflicts of primal ethical
forces like Law and Chaos.
Given this, I have seen it argued that alignment itself is the
foundation of Planescape, that which gives it its
structure and its ethical underpinnings. This, I think, is a sadly
narrow view of this grand setting. In my view, it isn't that old tired
two-dimensional alignment graph that gives Planescape it's
verve. It is the conflict of broad, ethical forces, and the tangbility
of philosophy. The AD&D alignment graph is, in my opinion, a
simplistic way of modeling the relationships between the ethical forces
of the universe. I prefer something with more flexibility. I prefer
allowing ethical forces that may be asymmetric subdivisions of the
AD&D alignemnts, or that may be off of the alignment graph
altogether in an orthogonal direction.
Describing
Characters and Planes Without Alignment
So you ditch alignment. Does Planescape then collapse
in upon itself, because (for instance) Elysium has lost all its identity
now that you no longer describe it and its petitioners as Neutral Good?
Absolutely not! The planes are all well described, interesting places.
They have ethics and philosophies. Take them as they are, and don't
worry about the missing alignment mechanic, any more than you worry
about the "missing" THAC0 mechanic. Yes, it's clear that all the planes
on the Law side of the Great Ring share some affinity for that which you
could call Law, and all the planes on the Chaos side of the Great Ring
share some affinity for one or another form of Chaos (although there is
great variation on how "Chaos" is interpreted by each plane). You can
evan have primal forces of Law and Chaos, concepts of Good and Evil,
without having to label every plane and every character.
With regards to characters, a GM who shows a fiend to be evil by his
actions, words, and beliefs, is doing a lot better than the GM who
merely writes down "chaotic evil" and leaves it at that. The PCs
actually have to think and judge the good and bad qualities of each NPC
they meet, rather than just casting "know alignment" for a quick
judgement (which is rather unsatisfying from a roleplaying point of
view).
There are also game mechanics in other systems to capture some of the
limitations that an AD&D alignment would have placed upon a
character. In GURPS, consider some of the disadvantages: Bloodlust,
Sadism, Honesty, Code of Honor, and others. All of these (and many
more) can be used to represent some facets of what would have been their
alignment under AD&D, and they have real game effects on the
character. But they are both much more flexible (in their variety) and
much more meaningful (in their specificity) than a simple broad
alignment label.
That addresses a character's personal beliefs. How do you describe
the relationships between characters and the primal ethical forces of
the universe, how the character is "aligned" with them, without an
alignment mechanic? The answer is short, but many will alas find it
unsatisfying: use your brain.
For example, when a character goes to Arcadia, how do you know if he
suffers the movement penalties for Chaotic characters if you aren't
using alignments? Here, assuredly, are the effects of conflicting
primal ethical forces upon that character. My answer is that the GM
should make a judgement call about how the Powers of the plane would
probably view that character, based on the character's history and
actions, and how the character is roleplayed. The GM must ask, in each
place, to what degree would this character have an affinty for this
plane? And, to do it right, don't just compare alignment labels, but
consider the other things that the relm, layer, or plane stands for, and
whether or not the character is antithetical to these things.
Doubtless, somebody will complain that without a rules mechanic to
guide this, it's subject to huge abuse from an arbitrary GM. I counter
that if you are playing with alignments intelligently and really
roleplaying, the GM must be just as arbitrary. For he must judge the
character to find whether or not he has stayed within or strayed from
the alignment that the player wrote down on his character sheet. Since,
if it's done intelligently, GM judgement is going to be involved, why
chain yourself to the AD&D alignment system? Why not consider
everything? Bravery and honor are valued on the first layer of Ysgard;
nothing in the "Chaotic Good" or "Chaotic Neutral" alignment label
necessarily says anything about this. So consider it all. Look outside
the box. The Primal Forces of the universe do assuredly include Law,
Chaos, Good, and Evil, but you do not have to limit yourself to just
them in a simplistic two-dimensional relationship... if you are
willing to ditch alignments.
The Problems
with Alignment
Up to now, while I've fired a few shots at alignment, I've mostly
tried to convince you that one can still keep Planescape
Planescape, and that I am not missing its point nor am I gutting the
setting by eschewing alignment. Next, I want to try to argue that
alignment actually hurts Planescape, and that
you've got a more interesting setting without that mechanic from
AD&D. (Before you bristle, if I ever play in one of your
Planescape games, and you are using AD&D as your rules
set, I will happily use alignment as part of the mechanics of that game.
I may sound a little like I'm frothing at the mouth here, and if that
irritates you, I apologize in advance.)
Think about the outer planes. Each is a complex, place, distinct
from the others but full of diversity within itself. Each plane is
way more than a simple alignment label. By simply saying
"Chaotic Evil Neutral," do you know what Pandemonium is? No. Insanity
is assuredly a fundamental component of Pandemonium, yet it is trivial
to come up with an example of somebody who might be described as
somewhere between "chaotic neutral" and "chaotic evil" who isn't at all
insane, and doesn't have much philosophical similarity to
Pandemonium.
This points out the two glaring and seemingly contradictory faults of
alignment. Please read on; most people see me leveling what look like
contradictory complaints against alignment, dismiss the argument as
making no sense, and figure that I'm trying to rationalize my groundless
position. However, if you really pay attention to what I'm saying, it's
not as nonsensical as it may seem upon first glance.
(1) Alignment is too broad. In my mind, they're only useful
as very generally descriptive terms, which only tell you a very small
amount about the character or affiliations of an individual. Too many
different things can fall under a single alignment label for that label
to be given the weight that it's given in AD&D.
(2) Alignment is too restrictive. It sounds contradictory,
but it actually goes hand-in-hand with being too broad. By requiring
that characters fit within one of a finite number of broad ethical
archetypes, you are eliminating some complex sets of beliefs and ethics
that still should be imaginable within a sane fictional character.
The analogy I draw is to political parties in the United States.
Assume you want to describe everybody's political affiliations on a
single axis :
------Democrat------Moderate------Republican-------
You allow variations within the broad categories (e.g. left-wing or
moderate Democrats). Where then do you put, for example, a Libertarian?
Some Libertarians would be happy plopping a point somewhere on this line
and saying "there, I fit there." Many, however, aren't going to want to
choose a position at all on this line; they see themselves off in
another direction, and not describable as being somewhere along this
one-dimensional axis. You're trying to restrict people to being
somewhere along a simplistic system of very broad terms. I see
alignment as having the same problem. It's a two-dimensional system, a
set of broad and vague terms, the use of which restricts the creation of
a character's ethical beliefs.
Planes as
Archetypical Representatives of Alignment
If you take the outer planes as representing the primal forces of
Chaotic Good or Neutral Evil or the other alignments, then those
alignments are defined by the nature of the outer planes in
question. "Chaotic Evil Neutral" then, by it's very nature, must
include an element of insanity and paranoia, for those elements are part
of the foundation upon which Pandemonium is built. What happens, then,
to the perfectly sane individual who values his own independence, is
rather greedy, bends and breaks laws when he thinks that he won't get
caught and can rationalize it away to himself, is perhaps somewhat
cavalier about the rights and well-being of others, but most of the time
leaves everybody else alone? Though neither paranoid nor insane, this
person is probably best described as "chaotic evil neutral". Yet if
"Chaotic Evil Neutral" is that represented by Pandemonium, this person
cannot have that alignment! There are a finite number of
alignments... and it's possible to make it so that no one of the broad
alignment terms typified by one of the outer planes apply to a given
character. Yet, using that mechanic, you have to create a character
with that alignment, so you're stuck. Alignments are too arbitrary.
Personally, I don't like having the AD&D alignment graph as
describing "how the planes are." I like the uniqueness and color, and
underpinning ethical natures, that the planes have as they are described
in Planescape products. Reducing them to being an
alignment described in two or three words cheapens them, no matter how
many exciting details you provide with additional verbiage. Similarly,
requiring that everybody with a given ethical bent have an affiliation
with a given plane is trying to shoehorn in alliances where perhaps none
should exist.
Freedoms Gained
by Ditching Alignment
The most obvious freedom is that you may now create a player
character with a code (or lack) of ethics and beliefs as you desire,
without having to find where to hang it on the AD&D alignment
graph.
There are other freedoms that come up as well. No longer do you have
to spend any time rationalizing Loki's presence on Ysgard, even though
he's "evil". While, even if you've ditched alignment, you may describe
Ysgard as being more good than evil, you no longer have to make it toe
its line on the alignment graph. Consider the Greek god Hades. He does
not have to be evil. He could merely just have received the worst
assignment when he and his brothers (Zeus and Poseidon) were dividing up
domains. Maybe most of the denizens of the Grey Waste are evil, and
maybe the Grey Waste represents the primal force of Evil, but Hades, a
major power of the plane, need not be evil himself.
Many times I have heard this argument that alignment is a necessary
foundation of Planescape: "Look at the outer planes!
They're laid out right on the AD&D alignment graph!" Aha, but look
outside the box. You could turn this into an adventure seed!
Suppose the layout of the Great Ring is in fact a Guvner plot. The
Guvners want everybody to believe that the universe is orderly and laid
out according to simple laws. In this case, they want everybody to
believe that the Great Ring is structured according to a very orderly
ethical system (i.e. the alignment graph). And, they've convinced
enough people that the weight of belief has started to affect the very
geometry of the multiverse, and so we see the Great Ring with its order
of the planes. But what if they aren't really that way? What if once
upon a time the primary pathways between the planes were more tangled?
You could postulate a campaign where the PCs start to discover that the
Great Ring perhaps isn't the fundamental geometry that everybody thought
it was... and these players could start to see some perhaps sinister
undertones of Guvner manipulation behind it all.
As a less grandiose example, suppose, as a climax of an epic
campaign, a GM wanted to have a "new" outer plane squeeze its way on to
the great ring between two existing outer planes. Everything about the
Planescape setting suggests that this might be possible.
But consider the mess that this would cause for the AD&D player.
What is the alignment of its new plane? How now does the Great Ring
match up along the alignment graph? (Sound of hair tearing.) If, on
the other hand, you've ditched alignment, you've got no problem. Tuck
the new plane in where it fits best philosophically, and now you've got
a Great Ring that is one plane bigger. The Powers of the outer planes
might take great umbrage at the new plane, and doubtless many are going
to become concerned about the balance between Law and Chaos, Good and
Evil. This is all in-game, and can make for plot points. But the GM
does not now have a mucked up game mechanic with planes that don't
nicely fit on an alignment graph... because there is no alignment graph
to worry about.
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