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== Alignment in Different Editions == * Dave Arneson's [[Blackmoor|First Fantasy Campaign]] has three alignments: Good, Neutral, and Evil. The forces of Good included The Blue Rider, known for "riding hither and yon fighting the forces of evil and carrying off any likely wench encountered." Because of the framework of the First Fantasy Campaign, it's best to understand alignment as "allegiance". * [[Dungeons & Dragons#Basic Dungeons & Dragons|The original D&D]] goes to a less clear-cut list (Lawful, Chaotic, and Neutral), but does not explain the precise meaning of these terms. The reader is left to interpret them from a list of examples. The side of Law includes Halflings, Patriarchs and Treants; the Neutrals includes animals, Dryads and Minotaurs; and the Chaotics are entities such as undead, "Evil High Priests" and Hobgoblins. * [[Advanced Dungeons & Dragons|Advanced D&D]] (aka 1st edition) combined these alignment systems, with one axis for Good, Evil and Neutral, and another for Lawful, Chaotic and Neutral. Different alignments had their own "alignment languages" to allow them to properly identify one another. Interpretations of alignment language are controversial in their own right. Gygax compared alignment language to religious languages, especially Latin in the Catholic Church. * [[Advanced Dungeons & Dragons#AD&D 2nd Edition|AD&D 2nd Edition]] made a radical change to the alignment system, by defining alignment as the character's "basic moral and ethical attitudes toward others, society, good, evil, and the forces of the universe in general". While the 1st Edition grid was used, it had gone from being the character's allegiance or team to a personality test. Alignment language was axed. * [[Dungeons & Dragons 3rd Edition|3rd]] (and 3.5) Editions made no changes to alignment. Same two-axis method, same class restrictions, same hating people who were on the other side of the chart from you. * [[4th Edition Dungeons and Dragons|4th Edition]] made a [[skub|controversial]] change. Instead of the classic 3x3 grid which has been in place since the 1970's, the alignment system was changed to a single axis with four positions: good, lawful good, evil, and chaotic evil, with the added option of being unaligned (not smart enough to understand alignments, or simply can't be bothered to give a shit - not to be confused with the old Neutral). As with many of the changes implemented in 4E, this has caused much [[Rage|heated, vigorous discussion]] about the subject. ** Ironically, the designers felt Good and Evil suffered from opposite problems; Lawful Good and Chaotic Evil were quite clearly defined (Lawful Good: benevolent but constrained by external laws, Chaotic Evil: batshit insane psycho random evulz), but Neutral/Chaotic Good and Lawful/Neutral Evil tended to sort of blur together. The point was that alignments should be a conscious effort on the part of the player, rather than acting as a personality anchor: Lawful Good and Chaotic Evil both represent very specific takes on Good and Evil (equal emphasis on law & order as to good for the former, mindlessly impulsive and often self-destructive evil for the latter). However, unless you were the kind of guy who really bothered to get into the nitty-gritty of the Law-Chaos axis splits, Neutral and Chaotic Good tended to be interchangeable in terms of being "I do good, no matter what the law has to say about it" alignments; Lawful and Neutral Evil were likewise interchangeable in terms of being "the evil I do serves a purpose and isn't just for random shits 'n' giggles". Moreover, the Morally Neutral alignments were stripped out under the basis that they tended to just be played as extreme parodies for Lawful/Chaotic Neutral (see: [[Lawful Stupid]], [[Chaotic Stupid]]) or else made little sense for an adventurer (True Neutral). Therefore, the concept of alignment was changed to whether or not a character actively pursues Good or Evil (hence the Lawful Good, Good, Evil and Chaotic Evil aligments, which cover the "how" of supporting good/evil) or simply doesn't care for greater meta-cosmological implications and is out for their own goals (Unaligned). * [[Dungeons %26 Dragons 5th Edition|5th Edition]] brought back the old grid of nine options based on Law to Chaos and Good to Evil, but drastically shortened the descriptions (their PHB entries average 2 to 3 sentences, and one of those sentences is usually a description of what critters are usually members of that alignment). It also followed in 4e's footsteps by minimizing the actual crunch-value of alignment (even traditional alignment-requiring classes like the [[Paladin]] and [[Monk]] no longer need to be a specific alignment or lose their powers) and retaining Unaligned, though this "tenth alignment" is reserved exclusively for the sorts of creatures that are too mindless to have an alignment. In other words, 5e Unaligned is "too dumb to understand concepts of law, chaos, good or evil", whilst Neutral is "deliberately recognizes law/chaos/good/evil and chooses to hold some middle ground between the extremes".
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