Monday, March 1, 2021

Fooled by alignment

Let's talk about alignment charts. Not just that of characters in Dungeons & Dragons -  with evil vs. good on one axis, chaos vs. law on the other - but also the types of role-playing games according to Blacow - role-playing vs. wargaming over power-gaming vs. story-telling - and the political compass in politics - authoritarian vs. libertarian over left vs. right.

There's a sense of descriptive power to them, isn't there? You're free, even more free than you would have been had you been trying to line things up on a spectrum. You can fit a lot of personalities, games, and political positions on a flat piece of paper, and maybe even capture the relations between them. But that's not all that happens. Once people accept these alignment charts, they start becoming normative. People want to stand out, so they start defining themselves based on limited combinations of the extremes, and instead of having a whole flat surface, you end up with a discrete set of possibilities. For character alignment, there are at most nine; when the Blacow typology for role-playing games came out, people soon pigeonholed themselves, as well as the games they enjoyed or wanted to design, by the extremes on the two axes - so four types of games and gamers were born. The political compass, at least when it originally came out in the 1990s, was presented online by American libertarians, as a way of explaining and justifying their singular position. What happened to the freedom, the explanatory power of two whole space dimensions? Gone. Who is going to take the time to explain that their character is actually 60% Chaotic 40% Lawful, and 80% Bad 20% Good? What do those details even signify? The original breadth of ethics or games or politics is gone, and we're left with caricatures.

And that's before we start criticizing the frameworks themselves. Are role-playing and wargaming actually at odds, or, as I argued in a previous post (where roll-playing can easily be a stand-in for wargaming), independent player interests, that can be brought together with the proper design? What if a game is decidedly detrimental to both power-gaming and story-telling, say by enforcing strict inter-character balance using mechanics that deny the possibility of creating a consistent story? It could either fail to do these things out of bad design, or it could benefit a different agenda.

With D&D character alignments, we run into different problems: who is good to everyone, or bad to everyone? Is lying to protect a friend good or bad? It's probably a difficult moral question, not easily resolved by the alignment chart. Is a loyal underling of a crime syndicate lawful for keeping their word, or chaotic for undermining the rule of law? Is an informer who keeps ratting out members of their corrupt organization lawful for upholding the rule of law, or chaotic for undermining this organization? Why are these interesting questions? We already have the drama, the tension, the focus of difficult decision-making, in the description of the person's connections to the people and society around them, the conflict between the various values they hold. Since we're already going to be pushed into the extremes, let's just accept the combinatorial explosion and revel in it. 

Many games dispense with alignment. Fate has its aspect system; most Powered by the Apocalypse and Forged in the Dark games describe bonds and character weaknesses explicitly, rather than trying to throw them on a two-dimensional chart; even old-school RuneQuest has you align yourself with or against several cults and guilds, groups in the world that have complicated and dynamic relations with each other, and that are not always mutually exclusive.

Alignment in its many forms is very compelling - too compelling. It becomes the subject instead of helping understand it. I think it's long past time to let it go.

1 comment:

  1. I like your description of simple models that dominate the culture and make people forget that when a simple model fails, the fault is not with the person the model fails accurately to describe. The fault is with the model, which should be set aside or modified to fit the novel individual.

    On another point, I've been thinking in recent years about people who hold together a corrupt system at personal sacrifice versus people who agitate for change. The former minimizes short-term suffering at the cost of probably greater long-term harm, while the latter does the reverse. I think of the movie Hotel Artemis in this connection. Your examples of the loyal criminal and the disloyal criminal put in my mind the idea of local versus global lawfulness, if a simple model were desired. At least, it gives me a way of talking about what I've been considering.

    Thanks for the piece!

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