Alignment
has been a long-standing part of the Dungeons and Dragons game, and
now Pathfinder. Different editions have treated it in slightly
different ways, but at its core, it’s remained essentially the same
(well, 4th Edition D&D altered it quite significantly, but for
the purposes of this article, I’m tracing the evolution up through
3rd Edition and into Pathfinder). To be honest, I’ve never been a
fan of the alignment system. I feel it’s archaic and the game would
be better off without it. However, I do understand why it’s still
there. It is, in many ways, an iconic part of the game, something
that identifies it and sets it apart from many other roleplaying
games.
Alignment
certainly does have its uses. Some people may roll their eyes and
laugh (and I’ve literally seen that done—after hit points,
alignment is usually the first thing detractors of D&D/Pathfinder
attack) at the idea that nine designations can cover the entire
breadth of possible personalities. Of course alignments can’t do
that. But what they can do is provide a starting point to build a
personality around. This can be particularly useful for gamemasters,
who often need to come up with personalities on the fly. Looking down
and seeing “lawful good” printed on the page gives an initial
focus to build a personality around. It can’t possibly tell you
everything about that character, but it can give you a broad idea.
Alignment
can cause a lot of argument, though. Ask ten people their
interpretations of an alignment, and you’ll probably get ten
different interpretations. The rulebooks of various editions of the
game have tried to detail and describe the alignments, some doing it
better than others, but disagreement can still abound. It’s not as
much of a problem these days, as the game has become less strict
about enforcing alignments. Gone are the days of experience point
penalties for acting out of alignment—and good riddance to them!
Few people are one hundred percent consistent in their actions and
those old rules enforced unnatural characters (particularly with
those of lawful and/or good alignments, since those alignments were
the most rigid).
There
have been a few supplements over the years that have added additional
material and discussion to the alignment debate/interpretations. The
3rd Edition books, The Book of Vile Darkness
and The Book of Exalted Deeds
went even further, making alignments (evil in the case of Vile
Darkness; good for Exalted
Deeds) the focus of the books
and adding new character abilities, spells, feats, and game effects
tied to alignment. Now Pathfinder enters the fold with Champions of Purity, a book focused
on characters of the three good alignments. It offers advice for
playing good alignments, along with new feats, traits, spells, etc.
for good characters.