Thinking about alignment in D&D
So, alignments are... complicated. A lot of people seem to think we should just do away with it, and while I don’t necessarily agree, that’s just because I like alignment charts. Even in my case, the way I’d understand each alignment often differs from the way they’re popularly defined
putting yourself first is not evil, you have to either actively be making someone suffer or knowingly exploiting someone’s suffering for your own gain
”chaotic alignments oppose rules and hierarchies” we’re not talking about personal philosophies here, this kind of thing is why these alignments end up just getting played as Lol Random
neutral alignments should not just be “a bit of both” they should be their own thing that can’t be described as either lawful or chaotic/good or evil
and, more relevant to the point of this post, when I was getting into D&D and wanted to find out what the alignments meant I kept finding unhelpful answers that talked about some pretty huge lore that’s never come up in any game I’ve played in. And that’s the idea that your alignment actually reflects the side you’re on in what is essentially a cosmic proxy war between divine beings
If you’re going to have your entire setting be part of a cosmic proxy war I think that should be relevant to stuff that happens in the setting. I think it should affect things somehow. And while such a system isn’t necessarily what I’d go with for my own stuff, just because I dislike the idea of Cosmic Good and Cosmic Evil and so on, the concept could make for an interesting mechanic and campaign. So with that in mind, here’s what I propose:
There are two sliding scales, from 0 to 99. The first describes how much chaos there is in the world: 0-24 is Lawful, 25-74 is Neutral, 75-99 is Chaotic. The second is similar but for evil: 0-24 is Good, 25-74 is Neutral, 75-99 is Evil. The DM can either choose what these scales are on at the time, or roll 2d100 to decide. For instance, I just rolled a 99 and a 22, reroll the 99 because that basically means Chaos Has Won, and this time I got a 97 so it’s still Maximum Chaos (the world is actively in flux, any terrain is basically constantly changing and physics just Isn’t. You may need some more tables to roll on) but it’s not a total win for Chaos and things are still Good overall. (49 for both axes would be a True Neutral world, which is basically nature taking over and everything being in balance)
Aside from just a general idea of what the world is like based on those numbers, and possibly some stuff regarding the odds of meeting an NPC of a certain alignment that I won’t get into here (because I tried and accidentally messed up a spreadsheet), there’s two main effects of this:
First, if the world is in an extreme alignment and a player’s alignment matches, the player gets a number of inspiration die that depends on how far into that extreme the world is. These dice refill at the end of a long rest, and must be used for actions that fall within that alignment. Other alignments are not affected. Again, there’s a table below
If your lawful-to-chaotic and good-to-evil alignments both match you get both sets of inspiration dice. You can use either set depending on what alignment the action has. For the numbers I rolled, chaotic characters would get 5 Chaos Dice, while good characters would get 1 Righteousness Die. A Chaotic Good character would have 6 Alignment Dice total - 1 for good acts, 5 for chaotic acts, and any of them could be used for a specifically chaotic good action.
Logically speaking, NPCs would also have these, but we’ve already established that player characters are special because Reasons. (The Reasons are that it would make things less fun for the players.) For certain NPCs, a possible alternative might be giving them special abilities that get stronger the more the world tips in their alignment’s favour.
You may have noticed that, mechanically speaking, this means a Crapsack World would incentivize PCs to be evil - more chance of success after all. This can lead to some interesting stuff regarding the temptation to do evil, but there’s also the next part of this idea
Second, the world’s alignment can be changed.
First of all, it can change of its own accord. Stuff happens in the world. The scales tip one way or the other. Roughly once a week of in-game time, roll a d20 for each of the axes. 10 or lower? Subtract the distance from 11 from the number on that axis. 11 or higher? Add the distance from 10 to the number on that axis instead. So, I just rolled a 1 (lawful-to-chaotic d20) and a 16 (good-t0-evil d10). That means that the 97 from earlier becomes an 87 and the 22 becomes a 28, meaning the world overall shifts to Chaotic Neutral. Things are a bit less chaotic but still in flux, and things are starting to suck now but are not actually bad yet. Our chaotic good character now has no Rigtheousness Dice and 3 Chaos Dice.
It’s up to you as the DM whether this change just Happened, or something specific caused it. Maybe a bunch of city states were unified into a single empire, but the guy in charge now is kind of terrible? If the players notice the changes, they might try to figure out if there was a cause, and how they respond could result in a new quest.
The players can also affect the world’s alignment themselves. For each quest, either give the players a choice just before the final showdown (really, two separate choices - one between Law and Chaos, one between Good and Evil, both potentially having some sort of Neutral option as well) or let them come up with their own solution to the quest and figure out what alignment best describes what they came up with. Roll a d10 (or two d10s separately), rerolling zeroes, and shift the number on each axis towards whichever option the players picked by that amount. For Neutral options, nothing changes.
In the case of the example I’ve been using, let’s say the party chose a Lawful Good resolution overall - overthrew the tyrant (Good) but replaced him with a non-evil system of government instead of letting the new state shatter into city-states that may or may not end up warring with each other (Lawful). I rolled a 5 and a 9, shifting the 87 to 82 and the 28 to 19. Any good-aligned party members now have 2 Righteousness Dice, while any chaotic-aligned party members have 2 Chaos Dice, leaving our Chaotic Good Dude with 4 Alignment Dice altogether.
I would advise anyone who actually tries to implement this thing I came up with without testing it out, to only do the “once a week of in-game time, the world’s alignment shifts by itself” thing when the players aren’t doing a quest. You don’t want to accidentally cancel out their victory.