The Dungeon Masters Guild
Game System Supplements

 

                                      Alternative to Alignment  
                                                        by
 "Array 50"

For:   All editions

A new take on the old Alignment

The standard 2e AD&D alignment system has many faults. While the many
denizens of the net have attempted over the years to adapt of rework
the system into something more usable, these have always remained
true to the same fault's. The basic system must be replaced.

Lets first look at what went wrong with the original system.

The original intent of the alignment system in the A/D&D system was
to give a simple definition to the complex rational and motives of
peoples actions. This interplay was defined in terms of Law and chaos,
then later on expanded to include good and evil. The basic definitions
of these terms remain vague through the various books. Many attempts
to define the various alignments have remained equally vague, merely
rewording the same problem without adding anything to the definition.

While the system seems upon first look to work, any experienced player
or DM will know that this system dose not free the players, but often
limits them in many ways. Anyone who spends a great deal of time on
the various chat boards that are dedicated to this game system will
recognize the constant pain that many DM's feel when talking about
the alignment system. The books themselves seem to admit this often,
and at times seem to come close to dealing with the problem, but never
do.

Many attempts to correct the problem have been attempted, but I hope
that my take on the system will be more useful. This system is a bit
more complex than the standard system. However only by completely
replacing the original system, can we hope to solve the many problems
that is presented by the system.

The system is represented by three different aspects. Moral code,
priorities, Character. These aspects will be examined individually.

Moral Code

The moral code is represented by one of two possible choices: Societal
or Individualistic.

Societal people believe that a set of laws are more important than
the individual rights.They follow the laws of there society for the
most part, though this doesn't mean that they will follow an obliviously
unjust law if they can get away with breaking it. A good example of
a societal person is a Paladin, a King, or a Merchant. They will often
actively work to support there society in many ways. Paladins must take
this aspect.

Individualistic people believe that a persons individual rights are
more important than the laws of a civilization.This does not mean
that they will idly break the law of a society, only that if given
a choice between following a law that he or she believes is wrong,
or leaving town, they would most likely leave town. These people work
better in small groups rather than in large ones. Good examples include
frontiersman, thieves, or Rangers.

Priorities:

The Priorities of a character are in fact the 3 of 5 possible choices,
and the order in witch they are chosen. They are listed in the order
of the most importance. These choices are.

Religion (R): The religion of the character. (Note that while it is
assumed that in a fantasy world with several different god's and goddesses,
and in fact one with priests that regularly show there gods power,
most people will put there trust in one or another god. However even
so, this does not mean that religion will even be on the list of priories.
It may be little more than lip service to appease the family.) Paladins
or Clerics must have this as there first choice on priorities.

Country (C): The society the character grows up in is important to
this character. While this means that the character will work to protect
and support his country, it does not mean that they will gladly die
for it. Paladins must take this as there second priority.

Friends and Family (F): The immediate family and the close friends
of this character takes an importance in there personality. These
people will often be very close to those they travel with, and become
a tight group. Many of these people get close to a specific set of
people, and are loyal to them throughout. Clerics or Rangers will
often have this as one of there top priorities.

Self (S): This priority describes how important, relative to the others,
they are to themselves. That the characters own physical happiness
or safety is one of the priorities of this character. Most people
have this priority as one of the top two, though some more altruistic
people will not even think of it.

Possessions (P) : The characters possessions are of utmost importance
to them, they will spend a great deal of time cleaning and caring form
them, and may spend great amounts to get the "best"available. Note
that while everyone cares to have good equipment, it is not nessarrly
a priority, as they may care more for another set of three. Paladins
can NOT take this as one of there three.


Character

This aspect is a variable that could cover anything that is missed
by the other two. The player will pick two or three personality traits
that are important aspects of the character. These traits can be almost
anything imaginable. However, a listing of possible traits is given
below; with number listings for random generation. These traits must
be chosen carefully, so not to conflict with the previous aspects
of the character, or with each other, after all, a character cant
be a coward and brave at the same time. As will all other aspects
of the character, these choices must be cleared with the DM.

Roll
Trait Roll Trait
1
Argumentative 40 Charitable
2
Hot -Tempered 41 Moody
3
Overbearing 42 Gloomy
4
Arrogant 43 Compulsive
5 Proud 44 Naive
6 Rude 45 Honest
7 Aloof 46 Truthful
8 Mischievous 47 Gullible
9 Impulsive 48 Opinionated
10 Madcap 49 Narrow-minded
11 Careless 50 Optimistic
12 Thoughtless 51 Happy
13 Absent-minded 52 Cheerful
14 Dreamy 53 Diplomatic
15 Insensitive 54 Pleasant
16 Courage 55 Pessimistic
17 Brave 56 Cynical
18 Craven 57 Sarcastic
19 Shy 58 Realistic
20 Fearless 59 Quiet
21 Curious 60 Soft-spoken
22 Inquisitive 61 Secretive
23 Prying 62 Sober
24 Perceptive 63 Practical
25 Perfectionist 64 Dull
26 Stern 65 Suspicious
27 Harsh 66 Scheming
28 Punctual 67 Paranoid
29 Driven 68 Cautious
30 Friendly 69 Boorish
31 Trusting 70 Graceless
32 Kind 71 Crude
33 Easy going 72 Violent
34 Compassionate 73 Cruel
35 Greedy 74 Sadistic
36 Hardhearted 75 Jealous
37 Thrifty 76 Kind
38 Generous 77-90 Roll Again
39 Spendthrift 91-100 Roll twice more


For comments, complaints, or death threats, Contact me at

Array50@hotmail.com