Morality in Gaming; or Why I Don't (Usually) Do Alignment
One of the easiest short-hands used in gaming is the alignment mechanic. Whether it is the 3x3 grid system that D&D and Pathfinder use that determines a character’s Law versus Chaos and Good versus Evil spectrum, or if its a Persona/Demeanor mechanic and faction association that you find in something like Vampire: The Masquerade: these rules often because a code that players and GMs find it difficult to deviate from. While I understand the premise behind these functions, I don’t really like any of them. I don’t think they really aid in storytelling, at least not very well, and I enjoy the ambiguity that can arise from making hard decisions in game. More Witcher or Conan, and less He-Man or LotR, I suppose.
I’ve included alignment rules for the various deities in the Kazarim Campaign Setting, although in practice, I don’t typically use the mechanic. In my own games, I tend to play the various divinities as amoral—or at least so alien in temperament as to effectively be so. Other times, I don’t involve any of the divinities directly at all: I find the idea of remote deities, that are easily misunderstood, to be more interesting from a storytelling perspective. Deities with multiple major sects, with followers who develop heresies, with paladins who are not incorruptible, but who can slowly slide from grace rather than be cast down in a single terrible moment. Eberron has traditionally done a good job of this sort of thing.
Instead of alignment, I like using a version of the Loyalty system from Pathfinder Unchained. Each character has three ranked Loyalties. These shape the character’s goals and represent the lines that they are unwilling (or at least highly reluctant) to cross. I really like this because it puts character morality into a more realistic, subjective mode, where you can have two otherwise perfectly good people willing to kill each other because they are each so right.
Of course, there are some other game mechanics that tag along, like paladins and the nature of alignment-based spells. Are outsiders truly made of good or evil matter? Is it just mortals that are ambiguous? I’ve tried to both ways, and have had fun with both. I’ve included some additional features for paladins of various religions and sects, to help facilitate variations on the alignment rules. Since Desara has several pantheons vying for power, sometimes smite should be able to affect opposing religions, regardless of their alignment, for example.
How about you? Do you use alignments? Why or why not?