Dealing with "Stun Lock"
In game systems that use initiative, nothing is worse than having your character taken out of the action. It's bad enough that your character is either dead, dying, paralyzed, or unconscious. But on top of that, there's 20 minutes of combat left, and you don't get to do anything.
I loved 4e, but one of my biggest gripes about it is that as you gained levels, stun-lock became an increasingly powerful player tactic and an increasingly common monster power. When the monster loses their turn, no big deal -- the DM has other monsters. When the player loses their turn, they've just had 5-10 minutes go by without any input into the shared fiction. And that sucks.
So what can you do?
The pain of "not getting a turn" is the pain of not getting to contribute to the shared fiction. The solution is to give the player input into the fiction in ways that have meaning and impact.
If there are any NPC combatants on the PCs' side in the fight, let the player whose character is out of the action play an allied NPC.
It's less obvious what you should do if there are no NPCs in the fight they can take over.
If the player's character is out of the whole fight, such as if they're in another scene that's not in initiative rounds, or if they've been killed, let them play one or more monsters. Players will love this. If you only have one monster left, work with them as a team. "Who should we attack? Really? Isn't it better to take out that Rogue who keeps stabbing us first?"
If the player's character lost just one turn, or if they'll probably lose only one or two turns, ask for their input on things: "Should the lich use Cone of Cold or Confusion? Which do you think would be best?" They're paralyzed. It's not going to affect them in the short term. They should be able to keep a clear head about it.
The Colors of Magic - Available Now
Showing posts with label Players. Show all posts
Showing posts with label Players. Show all posts
January 3, 2019
October 19, 2018
Run a Game has a Google Assistant app now!
Hey I made an app! (I'm a "developer" now!) It's on Google Assistant.
Here's how you use it. On Google Assistant (Google Home or the assistant on any newer android device), say or type:
That starts a 4-question "personality quiz" type of thing. It draws 4 questions from a list of 12 at random, so it's different every time.
It's just four questions, so it's not a perfect measure. Not even close! (It's especially bad at assessing people who don't have a strong preference, sorry!) Also, you're going to prefer a different mood and different degree of intra-party drama in different games and with different groups of people.
Use the quiz and results during your Session Zero or with your gaming group to start conversations about your preferences. It's not like it's a real scientific measurement, so it's pretty much only useful for starting conversations with other players.
For example, if you're starting a new Vampire 5th ed game, you might find one player expects tons of intra-party scheming and backstabbing while another wants more of a 90s comic book "superheroes with fangs" gothic-punk horror themed pulp adventure story. You should probably resolve that ASAP, because clashing expectations can lead to all kinds of trouble.
I can modify and improve this thing, so please send suggestions for how to improve this Mood and Drama Preference in RPGs to @RunAGame on twitter. I've never developed an app before, and I'm also new to making personality quiz type things.
Here's how you use it. On Google Assistant (Google Home or the assistant on any newer android device), say or type:
OK Google, talk to Mood and Drama Preference in RPGs
That starts a 4-question "personality quiz" type of thing. It draws 4 questions from a list of 12 at random, so it's different every time.
It's just four questions, so it's not a perfect measure. Not even close! (It's especially bad at assessing people who don't have a strong preference, sorry!) Also, you're going to prefer a different mood and different degree of intra-party drama in different games and with different groups of people.
Use the quiz and results during your Session Zero or with your gaming group to start conversations about your preferences. It's not like it's a real scientific measurement, so it's pretty much only useful for starting conversations with other players.
For example, if you're starting a new Vampire 5th ed game, you might find one player expects tons of intra-party scheming and backstabbing while another wants more of a 90s comic book "superheroes with fangs" gothic-punk horror themed pulp adventure story. You should probably resolve that ASAP, because clashing expectations can lead to all kinds of trouble.
I can modify and improve this thing, so please send suggestions for how to improve this Mood and Drama Preference in RPGs to @RunAGame on twitter. I've never developed an app before, and I'm also new to making personality quiz type things.
September 7, 2016
How to Write a Character Personality
Your character is more than a collection of stats and plot hooks. Unless you're comfortable with a lot of bleed-in (and some people are), you probably want your character's personality to be distinct from your own. You want to pretend to be someone else -- not just yourself with magic and armor.
In the past, I've talked about how to write a character background. That's a great way to build a rich character with goals and enemies and connections. But it doesn't finish the job: You still need a personality.
There are a lot of ways to generate a character personality. D&D has the famous alignment system, which I've written about in the past. The World of Darkness has Virtues and Vices (and previously, Nature and Demeanor). Other RPGs have had all kinds of other systems for helping you build your character's personality. Some give you a mechanical incentive to act a certain way. Others are a list of behaviors you're supposed to avoid or always do.
Regardless of the system the RPG you're playing uses, the best way to build a quick and memorable character personality that's easy to play and hard to forget is to use a list of absolutes.
Absolutes are behaviors your character always or never does, even when it would be pretty stupid to stick to them. And absolutes are not just for "lawful stupid" paladins (priests, detectives, officers, etc.) and stick-up-the-butt elves (ventrue, wizards, high society types etc.). Easy-going slackers and anti-authoritarian rakes have absolutes, too.
Consider the holy roller paladin who never murders sentient creatures. When the party plans to ambush some bandits, the paladin refuses to join in. "They're not hurting anyone, just walking through the forest. It's not self defense. I won't just kill them."
But also consider the foul-mouthed fighter who always mouths off to authority. "Hey your high muckety muck-ness, you got your forest cleared of bandits. Now what do I get for sticking my neck out, huh?"
How To
Pick at least two and at most five absolutes for your character and write them down somewhere you'll always see them, such as the top of your character sheet.
Revise them to make them as short and sweet as possible. You can always explain to others that "Never Murder" means never kill a sentient living being without first giving it a chance to surrender or flee (as appropriate). But it's easier for you to write "Never Murder" on top of your character sheet, so you never forget it's there. You just need the constant reminder.
Topics
Absolutes relate to specific topics. Those topics are social norms - norms of respect, harm, autonomy, responsibility, purity, chastity, honor, honesty, politesse, etc. Your character probably doesn't have an extreme position on every cultural norm, but here's a list of common cultural norms you might have an absolute position on:
How Absolute is Absolute?
The mood of the game you're playing in will set how absolute your rules should be.
Superheros get to have absolute ethical boundaries that always seem to work out in the end. No matter how dumb it seems that Batman doesn't just kill the Joker, it still works out OK because even if the Joker escapes Arkham, Batman always catches him again before he pulls off some horrible scheme.
But in a horror game, you're damned if you do, damned if you don't: If you act against your instincts under pressure, you'll suffer for it. If you stubbornly stick to your bad habits or morals, you might become a martyr to them.
Gritty mood games tend to push your boundaries, offering you chances to break from your absolutes and have your character evolve, or else suffer for their decisions (both of which are interesting developments). The ethical paladin becomes more of a cold-blooded pragmatist and is judged for it. The mouthy rake learns when to hold their tongue and grows as a person.
Character Growth
Your character might grow and change. Absolutes give you a great opportunity to do so! When you encounter a situation where your absolutes are tested, you can choose to act according to your absolutes and suffer the consequences or act against them and grow as a character.
If you stubbornly martyr yourself to your absolutes, you can choose to see the effect it had and regret it or defend your principles to the last. If you stray from your absolutes, you can regret it and see it as a one time mistake, or you can realize you've been wrong all along and evolve as a person.
In the past, I've talked about how to write a character background. That's a great way to build a rich character with goals and enemies and connections. But it doesn't finish the job: You still need a personality.
There are a lot of ways to generate a character personality. D&D has the famous alignment system, which I've written about in the past. The World of Darkness has Virtues and Vices (and previously, Nature and Demeanor). Other RPGs have had all kinds of other systems for helping you build your character's personality. Some give you a mechanical incentive to act a certain way. Others are a list of behaviors you're supposed to avoid or always do.
Regardless of the system the RPG you're playing uses, the best way to build a quick and memorable character personality that's easy to play and hard to forget is to use a list of absolutes.
Absolutes are behaviors your character always or never does, even when it would be pretty stupid to stick to them. And absolutes are not just for "lawful stupid" paladins (priests, detectives, officers, etc.) and stick-up-the-butt elves (ventrue, wizards, high society types etc.). Easy-going slackers and anti-authoritarian rakes have absolutes, too.
Consider the holy roller paladin who never murders sentient creatures. When the party plans to ambush some bandits, the paladin refuses to join in. "They're not hurting anyone, just walking through the forest. It's not self defense. I won't just kill them."
But also consider the foul-mouthed fighter who always mouths off to authority. "Hey your high muckety muck-ness, you got your forest cleared of bandits. Now what do I get for sticking my neck out, huh?"
How To
Pick at least two and at most five absolutes for your character and write them down somewhere you'll always see them, such as the top of your character sheet.
Revise them to make them as short and sweet as possible. You can always explain to others that "Never Murder" means never kill a sentient living being without first giving it a chance to surrender or flee (as appropriate). But it's easier for you to write "Never Murder" on top of your character sheet, so you never forget it's there. You just need the constant reminder.
Topics
Absolutes relate to specific topics. Those topics are social norms - norms of respect, harm, autonomy, responsibility, purity, chastity, honor, honesty, politesse, etc. Your character probably doesn't have an extreme position on every cultural norm, but here's a list of common cultural norms you might have an absolute position on:
- Dignity/Vanity: ALWAYS respond to an insult. NEVER expect to be treated with respect. ALWAYS downplay my achievements and value. NEVER let someone call me anything but Sir or Sir Henry. NEVER go out in public in shabby clothing. ALWAYS exaggerate my accomplishments.
- Respect: ALWAYS call people sir or m'am. NEVER use a noble's title. ALWAYS push people's buttons and provoke them to anger. NEVER show disrespect to my elders.
- Piety: ALWAYS show respect to the gods, even the dark ones. NEVER trust a priest. ALWAYS make sacrilegious jokes. NEVER leave the dead unburied.
- Self-Control/Gravitas/Temperance: NEVER show emotion. ALWAYS try to get people to laugh and cheer. NEVER talk about my family because it hurts too much. ALWAYS cry when someone I know dies. NEVER repeat myself unless asked to. ALWAYS go straight to death threats when things don't go my way.
- Forgiveness: NEVER forgive a wrong. ALWAYS forgive and forget wrongs against myself (never against innocents).
- Chastity/Purity: NEVER drink alcohol or take drugs. ALWAYS get blitzed between adventures. NEVER turn down seductions. ALWAYS flirt with attractive NPCs.
- Prudence/Recklessness: ALWAYS touch the shiny. NEVER walk into a situation without an exit plan. ALWAYS get it in writing. NEVER trust an elf. ALWAYS trust women. NEVER compromise (my way or the highway). NEVER make a threat I'm not willing to carry out.
- Exchange: ALWAYS return a favor immediately (NEVER let someone have a debt over me). NEVER do something for nothing. ALWAYS give generously, tip generously, and share my wealth generously.
- Courage: NEVER stick my neck out for a stranger. ALWAYS protect those weaker than myself, even unto death. NEVER kill a fleeing foe. ALWAYS be the first through the door. NEVER ask someone to do something I wouldn't. ALWAYS avoid scandal and shame.
- Loyalty: NEVER let a friend down. NEVER make promises. ALWAYS look out for number one - everyone else can go to hell. ALWAYS repent for a mistake.
- Honesty: NEVER tell a lie. ALWAYS try to convince people I'm on their side. NEVER pretend to be who I'm not. ALWAYS seal a bargain with a drink. ALWAYS punish people who break their promises to me.
How Absolute is Absolute?
The mood of the game you're playing in will set how absolute your rules should be.
Superheros get to have absolute ethical boundaries that always seem to work out in the end. No matter how dumb it seems that Batman doesn't just kill the Joker, it still works out OK because even if the Joker escapes Arkham, Batman always catches him again before he pulls off some horrible scheme.
But in a horror game, you're damned if you do, damned if you don't: If you act against your instincts under pressure, you'll suffer for it. If you stubbornly stick to your bad habits or morals, you might become a martyr to them.
Gritty mood games tend to push your boundaries, offering you chances to break from your absolutes and have your character evolve, or else suffer for their decisions (both of which are interesting developments). The ethical paladin becomes more of a cold-blooded pragmatist and is judged for it. The mouthy rake learns when to hold their tongue and grows as a person.
Character Growth
Your character might grow and change. Absolutes give you a great opportunity to do so! When you encounter a situation where your absolutes are tested, you can choose to act according to your absolutes and suffer the consequences or act against them and grow as a character.
If you stubbornly martyr yourself to your absolutes, you can choose to see the effect it had and regret it or defend your principles to the last. If you stray from your absolutes, you can regret it and see it as a one time mistake, or you can realize you've been wrong all along and evolve as a person.
April 20, 2016
Stance and the Magic Circle
I've had a lot of articles about D&D mechanics lately, so it's time for another RPG theory piece. Today's topic: Stance.
There are a lot of different ways to play an RPG.
Ron Edwards' concept of Stance in RPGs describes three ways in which a player interacts with the game:
There are a lot of different ways to play an RPG.
Ron Edwards' concept of Stance in RPGs describes three ways in which a player interacts with the game:
- Actor stance, where the player thinks like their character, making decisions based only on game world information the character knows, using the character's motives.
- Author stance, where the player makes decisions for the character based on what the player wants to see happen, then decides the character's reasons for making those decisions. ("Pawn stance" is when the player makes decisions for the character, but without regard to why the character would make those decisions.)
- Director stance is like Author stance, in that the player makes decisions based on what the player wants to see happen. Except in Director stance, the player also has the ability to make decisions for other characters and events in the game world, outside their own character.
I think these categories are fine, but they can be improved on. For instance, Author and Director stance both imply the same relationship between the player's motives and their character's motives. And Director stance is a feature of the game rules, not the player's preference.
Let's re-examine stance from the concept of the Magic Circle. Quick refresher: The Magic Circle is the permeable membrane between the shared imagined world of the game (Gary Allen Fine called it the "Game World Frame" using Erving Goffman's frame analysis) and the real world. Inside the magic circle is the game world. Outside is the real world.
Wait, what? Permeable membrane? Things from my D&D game can get into the real world?
That's right - things can bleed across the membrane. When something crosses from the real world into the game world, it's called bleed-in. When something crosses from the game world into the real world, it's called bleed-out. It's not like the Red Wizards of Thay are sneaking into Earth from Faerûn. Ideas, relationships. idioms, and emotions are the most likely things to bleed. Say I had a hard day at work, and I want to blow off steam. My nerdy decker is going to be a little more likely to break out his Ares Predator in tonight's game. Say I pull off a really cool heist in a D&D game and even though there were some hitches, we pulled it off with aplomb. I'm going to be excited and proud when I talk about it on Facebook the next day.
We can look at stance from the lens of the magic circle and see how there are two axes of stance: Bleed-in and bleed-out. As I said before, GMs can try to encourage or discourage bleed in various ways. But bleed is ultimately a player characteristic. It's related to personality - games are a form of identity management, after all. Some players have a membrane that's more permeable one or both directions. We're just talking about the permeability of the membrane between real and virtual worlds; self and pretend-role.
- Actor stance implies a permeable membrane, with a lot of bleed-in and bleed-out.
- Author and Director stance imply a less permeable membrane, with little bleed-out but some bleed-in. Pawn stance has significant bleed-in.
- Power gamers have significant bleed-out: They're players who feel bad if their characters suffer defeat.
- Story gamers less interest in or get less enjoyment from bleed-out. Story games often strongly discourage bleed-out and strongly encourage bleed-in: In Microscope, for instance, what a player wants is far more important than what the character they're currently playing wants.
- Horror games strongly encourage bleed-out.
- There are systems in some games to break players from too much bleed-in. From Alignment in D&D to Aspects in Fate, RPGs have asked players to commit to strong, defining personality traits for their characters.
The step from Author to Director stance can be captured in how much of a sphere of influence the game provides players. If you can only control your character, like in old school D&D, you're limited to Actor and Author stance. But even in games that give players a huge sphere of influence, like Microscope, a player can still assume Actor and Author stance. Even though games like Microscope give players a large sphere of influence over the world, some players prefer to role-play a single character, limiting how much of that sphere of influence they actually use. Others might chafe at the limited sphere of influence in a game of D&D, constantly suggesting story ideas and NPC actions to the DM (or perhaps those people are the ones who are temperamentally inclined to be the DM).
Looking at bleed and sphere of influence as personality traits means stance is more than just a player's current approach to affecting the game world. It means it can be used to describe a player's preferred approach, too.
Stance Revised
Stance Revised
So that leaves us with three characteristics of stance. A player has a current and preferred version of each:
- Bleed-in Permeability
- Bleed-out Permeability
- Sphere of Influence
Players can shift their stance over the course of a game.
For instance, let's say we're playing a game of Night's Black Agents (see the link to the right). The party splits up, and first I have a scene where I'm hacking some vampire gangster's cell phone and listening in on their conversations. I might immerse myself during that scene, taking an actor stance with lots of bleed-out and a moderate amount of bleed-in. After I'm done, the GM turns to you, and you have a scene where your character is tailing a suspected hit man through a bad neighborhood in Marakesh. I can still experience bleed from your character into my own self -- I can be afraid for you, for instance. But I don't. I "close my membrane," and observe from more of a director stance with no bleed-out and a bit of bleed-in. Without hogging the spotlight, I suggest a few cool things that the GM could throw into the scene to add to the fun for everyone.
Thoughts? Reactions? Let me know!
April 6, 2016
Not on My Watch
While it's always been in my GM Credo to facilitate inclusion, recently good folks have raised awareness of the need for RPG players, especially GMs, to take a stand against rotten behavior at the table that makes players uncomfortable - especially racism, homophobia, and misogyny. The problem is especially bad in public gaming spaces, where strangers mingle, such as game stores, meetups, and cons; though it could happen anywhere.
As the GM, it is your responsibility to shut down abusive player behavior. If you run a game with close friends, you already do this, custom-tailored for them. You don't have to be hyper-alert to the players' reactions to things, because you've known them for a long time, and they're still playing with you. They've known you for a long time, too, and they know they can talk to you if something at the table makes them uncomfortable.
Gaming with acquaintances and strangers is another story. If you ever go to a convention or run games at a library, games cafe, or friendly local game store; you need to be more alert.
As responsible GMs, we must acknowledge that everyone is at risk for abusive behavior, and we are all good at noticing and controlling behaviors that make people like ourselves uncomfortable; but it takes heightened awareness and empathy to notice and respond to behavior that could make people different from us uncomfortable.
For instance, if you're thin, you may not notice fat shaming at your table. If you're a man, you may not notice a scene in a game that makes the women around you uncomfortable. If you're Jewish, you might have to pay special attention to make sure the table doesn't make a Christian uncomfortable.
The good news is that roleplayers and especially GMs get a lot of practice putting ourselves in others' shoes. Human empathy is "thinking in character" -- except that the person across the table from you is the character. You have the skills. You just have to activate them.
This is not about being politically correct, but about making sure everyone has the best time at your table. That's how your GMing is evaluated, in the end: How much fun did everyone have? If one player out of the four at your table is uncomfortable because half your D&D session was spent in a Faerun cathouse making caricatures of women and sex workers, and you didn't notice because you're not a woman; you only did a good job for 75% of your players. Even if the other 3 players had a blast, 75% is a C. Nobody wants to be a C-level GM. You don't have to be politically correct; you just have to be sensitive to the people at your table.
As the GM, it is your responsibility to shut down abusive player behavior. If you run a game with close friends, you already do this, custom-tailored for them. You don't have to be hyper-alert to the players' reactions to things, because you've known them for a long time, and they're still playing with you. They've known you for a long time, too, and they know they can talk to you if something at the table makes them uncomfortable.
Gaming with acquaintances and strangers is another story. If you ever go to a convention or run games at a library, games cafe, or friendly local game store; you need to be more alert.
As responsible GMs, we must acknowledge that everyone is at risk for abusive behavior, and we are all good at noticing and controlling behaviors that make people like ourselves uncomfortable; but it takes heightened awareness and empathy to notice and respond to behavior that could make people different from us uncomfortable.
For instance, if you're thin, you may not notice fat shaming at your table. If you're a man, you may not notice a scene in a game that makes the women around you uncomfortable. If you're Jewish, you might have to pay special attention to make sure the table doesn't make a Christian uncomfortable.
The good news is that roleplayers and especially GMs get a lot of practice putting ourselves in others' shoes. Human empathy is "thinking in character" -- except that the person across the table from you is the character. You have the skills. You just have to activate them.
This is not about being politically correct, but about making sure everyone has the best time at your table. That's how your GMing is evaluated, in the end: How much fun did everyone have? If one player out of the four at your table is uncomfortable because half your D&D session was spent in a Faerun cathouse making caricatures of women and sex workers, and you didn't notice because you're not a woman; you only did a good job for 75% of your players. Even if the other 3 players had a blast, 75% is a C. Nobody wants to be a C-level GM. You don't have to be politically correct; you just have to be sensitive to the people at your table.
- Behavior at or near our table is something we GMs have authority to address.
- It takes special attention to be alert to behavior that could bother people different from us.
- Failing to notice and address behavior that makes our players uncomfortable is bad GMing.
- We must not allow that kind of behavior while we have the authority to stop it. #NotOnMyWatch (thanks to Heather Stern for the hashtag!)
You don't have to be a social justice warrior. You don't have to advocate for anything. You just have to do your job as a GM; and the most important part of your job is making sure everyone is comfortable and having a good time.
March 25, 2016
Quick Fantasy Background Generator
If you're stuck for ideas for how to make your fantasy RPG character interesting and tied to the DM's plots, simply roll up a loved one and a rival, flesh them out, and send them to the DM to tie to the story.
Loved One
The person I’m closest to is… (1d6)
I interact with them regularly by… (1d6)
Their future is uncertain because… (1d6)
Once you've got your results, give the person a name (choose a name from the examples given for the character's race in the game book, if you're stuck, or use a fantasy name generator. Then flesh them out a little. What do they look like? What quirks might they have? What are their goals? What's your current relationship like? Sweet? Rocky? Affectionate? Testy? Cold? Businesslike? Recovering? Generous?
Troublesome Rival
My troublesome rival is… (1d6)
Their redeeming quality (the reason I can’t kill them) is… (1d6)
Their power is… (1d6)
Once you've got your results, give the person a name (choose a name from the examples given for the character's race in the game book, if you're stuck, or use a fantasy name generator. Then flesh them out a little. What do they look like? What derisive name do they call you? Or worse - are they respectful toward you? Do they have friends or henchmen you know about?
Loved One
The person I’m closest to is… (1d6)
- Romantic Partner
- Parent
- Child
- Mentor, Priest, or Teacher
- Loyal Friend
- Liege or Commander
I interact with them regularly by… (1d6)
- 1. They travel with me, but not into danger
- 2-4. I write them regular letters or reports
- 5-6. I return to them after every adventure
Their future is uncertain because… (1d6)
- They’ve been cursed or suffer from a terminal condition, and I quest to save them
- They may have been recruited by my enemies or made a deal with the devil
- They have a position of power, and their rivals seek to usurp them
- They have dangerous or risky goals that I have to help them achieve
- They’re hunted by enemies I have to protect them from
- They have a troubling, prophesied destiny none of us understands
Once you've got your results, give the person a name (choose a name from the examples given for the character's race in the game book, if you're stuck, or use a fantasy name generator. Then flesh them out a little. What do they look like? What quirks might they have? What are their goals? What's your current relationship like? Sweet? Rocky? Affectionate? Testy? Cold? Businesslike? Recovering? Generous?
Troublesome Rival
My troublesome rival is… (1d6)
- Someone who seeks to usurp my position or outcompete me for a position I desire
- Someone who took something important from me (either illegally or legitimately), that I want to get back
- Someone who believes I harmed them or cost them something valuable, so I owe them a debt I can never repay
- An ex-lover who believes me to be a shiftless villain who cannot be trusted
- A former employer or commander who believes I betrayed them or shirked my responsibilities
- Someone who desperately wants a unique item I have, that I would never part with
Their redeeming quality (the reason I can’t kill them) is… (1d6)
- They help the poor and needy, and are respected by the common folk and other do-gooders like them
- They serve a god of goodness and justice faithfully and loyally, and the god and their servants love and respect them
- They are a loyal and valuable servant of the rightful ruler of the land, and the ruler depends on them and respects them
- They are kind and nurturing to people I care about, and the people I care about would never forgive me for causing them serious harm
- I owe them for saving my life or the life of the person I care most about, and people of my culture know this and expect me to show them respect and deference
- Their destiny is tied to mine, and prophecy says I need them, though I don’t know why or how
Their power is… (1d6)
- They are a powerful magic user
- They have a position of power, such as Alderman, Baron, or Vizier
- They have a network of loyal eyes and ears
- They are allied with a powerful monster
- They command an army
- They have legitimate authority to deliver justice anywhere in the world
Once you've got your results, give the person a name (choose a name from the examples given for the character's race in the game book, if you're stuck, or use a fantasy name generator. Then flesh them out a little. What do they look like? What derisive name do they call you? Or worse - are they respectful toward you? Do they have friends or henchmen you know about?
February 4, 2016
Alignment in Dungeons and Dragons
Old and messy as it is, the D&D alignment system can still be an excellent tool for roleplaying. I love that the 5th edition D&D Personality Traits, Ideals, Bonds and Flaws are subtly connected to character alignment. Even in 2nd, 3rd, 4th edition and Pathfinder, you can still get a lot of profit out of alignment as a DM and as a player.
First, for alignment to have value, it has to mean something. Here's the very basic point you should understand about alignment: The alignment that lets you do the expedient, convenient, logical, tactical, strategic, reasonable thing is True Neutral. The other four options (Lawful, Chaotic, Good, and Evil) occasionally require you to make sub-optimal or unreasonable choices in character. In effect, those four alignment choices are "flaws," in the RPG sense of the word. They're voluntary restrictions on your behavior.
Flaws in RPGs
A "flaw" is a common roleplaying game mechanic that gives you some game system reason to have your character make a decision that is different from and worse than the decision that you, the player, would make.
In a roleplaying game, players take on the role of people different from themselves, but RPGs are usually about problem solving. Consequently, players spend a lot of time working out the most sensible solutions to problems. But if you spend all your time having your character, Jordak, making the decision you, Joe, would make, what makes Jordak different from Joe? Jordak is just Joe with a magic dagger and 45% Find and Remove Traps. The character of Joe is the same as the character of Jordak.
So I've come up with a way to explain Alignment that Dungeon Masters and players can use to best understand it.
It's a really simple distinction; there are only two kinds of alignment: There's Neutral, and there's everything else.
Neutral
You act lawful/chaotic or good/evil when it makes the most sense for you. You don't make a point of honor. You don't make a point of defying authority. You don't make a point of altruism. You don't make a point of selfish greed. If it's foolish to stick to strict rules, you break them. When it's comfortable to let someone else continue to suffer while you drink fine wine, you drink fine wine. When defying authority would cost you, you go along to get along. When helping others improves your own life, you give freely. Just because the players of Neutral characters have no limitations on the choices they make doesn't mean they should just play their character as an avatar of themselves.
Chaotic/Lawful/Good/Evil
You choose to act in a particular way, when an average person would not. Chaotic characters choose to defy authority, even if it costs them. Because they flout honor, they have flexibility. Lawful characters choose to obey an honor code, even when it costs them. Because they uphold a code of honor, they have trustworthiness. Evil characters choose to satisfy their urges at the expense of others, even if it destroys their community. Because they never spend a thought for others, they have to rely on their own strength and dominate those around them. Good characters choose to sacrifice their own needs for the needs of others, which often hurts them to no profit in the mortal world (but that's the point, of course).
Nine vs. Three vs. Five...
If you're playing with the 1e, 2e, 3e, Pathfinder, and 5e "nine alignments" system, you really have eight flawed character types and one with total freedom to act as the player would. Other editions of D&D had different systems of alignment that made this easier to understand:
When placed on a simple continuum like those editions, it's easier to see Neutral (or Unaligned) as the "normal reasonable person" alignment, and the others as deviations from it.
But the most popular D&D editions are Pathfinder and 5th edition, so let's look at the Lawful/Chaotic and Good/Evil axes independently. And let's look at them as "flaws" in the classic RPG sense -- opportunities for the player to have their character act in a surprising way.
With RPG flaws, the player is not at fault when the character makes a bad decision in line with their flaw.
Bill: "Joe, I can't believe you hid from the Reeve. He just wanted you to pay a tax you could easily afford. What if he'd caught you? We'd all be in trouble over a few gold pieces!"
Joe: "If it were me, I would have paid the tax. Jordak, on the other hand, gives nothing to the sneering autocrats who think they can take whatever they want by right of birth."
Flaws are an RPG mechanic that helps players make those decisions that they know are inexpedient without carrying the blame themselves -- it's not Joe's fault. Joe doesn't have a chip on his shoulder about authority. Jordak the Thief does.
So here are the kinds of inexpedient decisions you might make when roleplaying your alignment.
Lawful
You demand your enemies surrender before attacking, removing the element of surprise and maybe giving them a moment to collect their wits and prepare for battle. You let fleeing enemies escape unless there has been a warrant issued for their capture or their death. You won't disgrace yourself by pretending to be someone else. You will find a way to do what you said, even if you were forced or tricked into it. You refuse to promise anything except to trustworthy people, because you know you will be bound to your word. You demand apologies or satisfaction by violence from those who insult you.
Non-Traditional Honor Codes
D&D and Pathfinder assume a world similar to our own, with similar ideas about honesty, integrity, fairness, courage, and temperance. Even honor codes in vastly different real-world cultures have similar ideas about those things. But this is fantasy! It's OK to play a character from a culture with a dramatically different code of honor, but it should be just as restrictive as the default Earth-like code of honor.
Example of a Dramatically Different Honor Code
Traditionally, a Lawful character would demand justice before attacking a humanoid. "Repent your ways and surrender, or I will slay you where you stand!" But maybe your character's culture is comfortable with attacking people without warning, if they deserve it. If you commit a serious offense in that culture, you can expect to be ambushed and killed at any time. Think about what effects that would have on a culture. That culture would have strict rules about when it is OK to draw a weapon and what it means to bare steel. If you take out a weapon in the presence of others, you might be attacking them - there is no cultural penalty to doing so, after all. People carrying spears or other weapons that could not be sheathed would be immediately suspected of homicidal intent -- more so than just "he's carrying a deadly weapon" but "her choice of weapon signals that she intends to kill without warning." Wizards would keep their hands visible at all times. A culture that did not demand justice before administering punishment might also have no concept of repentance. In a way, it would be more strict than a culture that did. No repentance. No forgiveness. No surrender. Retreat is only delaying the inevitable. Such a culture would demand that its warriors fight to the death, even against overwhelming odds. They might still retreat -- everyone gets scared -- but they would never surrender. Such a culture would be very careful to never give even the slightest offense. Politesse and manners would be much more important to them than they are on Earth. Another thing about this culture -- accidentally hurting an innocent person or administering punishment harsher than was deserved would be strongly censured, or else it would quickly get out of hand. This supports the culture's obsession with politesse. If someone hurt you, it is safer to act like the offense is less than it was than it is to over-react. That's not forgiveness so much as forbearance, dignity and patience. Truly revered people in this culture would appear to ignore all offenses -- even attacks on their life.
Lawful isn't just Orderly
Discipline and temperance are part of the traditional honor code, but not all of it. A lawful character is more than just organized and logical. They have a code, expressed as laws or principles, that they follow. Typically it reflects the traditional codes of honor we have on Earth, but see above for variations.
Lawful isn't just Obedient
Pro-social deference and humility are part of the traditional honor code, but not all of it, either. A lawful character isn't just a person who obeys the law and custom. They internalize the ethical virtues that underpin law itself - the honor code.
Chaotic
You won't give a copper piece to authority figures unless you get something for it. When you meet The High Queen Jorella Moonflower, Her Highness, Defender of the Realms of Elvenkind, you might lean against a column and call her, "Jorella" like you would with a casual acquaintance, instead of taking a knee and calling her "Your Highness." You show no respect to toadies or people who slavishly adhere to honor codes. You don't want a trustworthy reputation - better to be unpredictable and unknown. You never promise anything because you don't want to be held accountable; and if you are forced to make a promise, you make a point of breaking it somehow. You sabotage and undermine authority figures, even if they're on your side. You see no point in chastity or temperence - your character might get blind drunk just for the fun of it. You're not hurting anyone. And if you are, is it any worse than the teetotaler refusing to go carousing to gather information because of some abstract ideas about dignity and principle?
Unreliable slob or mysterious rebel?
Chaotic characters might appear to have a chip on their shoulder because they constantly undermine even legitimate, good-intentioned authority. They see feudalism as an inherently unfair and broken system. They might appear as lazy, over-indulgent, distasteful slobs because they see no reason to be industrious, abstemious, and dignified; they would rather do what they want without people judging them. They might appear conceited and unreliable because they don't need to maintain a reputation of humility and trustworthiness; instead preferring to be proud or mysterious. Charismatic Chaotic characters come across more positively: A charismatic Chaotic character might be respected for going their own way. Their confidence and charm make them seem more mysterious than untrustworthy; more revolutionary than undermining; more independent and spontaneous than lazy and unreliable.
(This goes for Lawful characters, too: An uncharismatic Lawful character might seem like a hide-bound, sanctimonious bore with a death wish; while a charismatic one might come across as trustworthy, honorable, and courageous.)
Chaotic isn't Convenient
Chaotic characters don't obey laws and customs until it's convenient to ignore them. That's Neutral. Chaotic characters directly flout or undermine them. To portray a Chaotic-Good character, it might help if the DM provides examples of how authority, law, and custom have flaws. They don't have to be huge flaws, but even a few small problems with the social structure will help the C-G character justify their disdain.
Good
You might give your resources away to those in need, even if costs you effectiveness in combat. You might risk your life for just a 1% chance to save or help an innocent person. You might use your down time helping others instead of earning money or brewing a potion. You might let enemies get away because you show them more mercy than they deserve. When you get no benefit from helping others, only pain and suffering, you don't need excuses. You know you didn't do it because it made you look good. You did it because it was good.
Good is Easy to Act and Hard to Choose
It may seem like Good characters have to make more hard decisions than Evil ones. And that's sort of the point. Good is all about hard choices. Evil is easy: Me. On the other hand, most D&D players are pretty good-hearted folks. It's hard to play Evil and scoff at an NPC's suffering, abuse your character's henchmen, and manipulate people to do what you want rather than persuade them of the social good of your mission. So playing Good requires your character to make hard choices. On the other hand, playing an evil character is going to challenge your acting skills.
Evil
The philosophy of evil is that you only rely on yourself. Everyone is completely responsible for their own life. Because everyone is expected to take care of their own life, it doesn't matter if you hurt others - if they couldn't keep themselves safe, they deserved it. It doesn't matter that you hurt others and gained a reputation as an abuser - you're strong enough to avoid the repercussions. Evil people can be cowards. They won't take a risk if they don't think they can avoid the hazards. They don't trust that others will help them out of kindness or friendship. They trust that others will help them if they have leverage over them, though. Evil characters are abusers who get power over others through blackmail, bullying, corruption, lies, and dependence. Evil characters would never believe they could persuade someone to help them out of a sense of decency. They would immediately resort to finding leverage to force the person to do as they want. Evil characters would never expose themselves to a hazard they couldn't survive or force others to endure in their place. Evil characters would automatically push to gain the greatest reward or greatest share of the reward, only backing down if it would cost them more to persist. In a party of other adventurers, an evil character would take only their fair share of loot unless they could get leverage over other party members, which is probably not possible if they're all the same level.
Social Contract: Don't Be a Dick
If you're playing an evil character, it is important to talk about your character's penchant for abusing others out of character with the GM and other players. They might decide to collaborate with you to decide how your character got leverage over their character, so that they could later roleplay how their character turned on your character and punished your character for their manipulation. Never abuse and manipulate your friends in real life -- make sure they know out of character that your character is doing it. If they want to play along, good.
If the other player is not OK with it, you have to back off and come up with an in-character reason. Maybe your evil wizard is too afraid of the barbarian to try manipulating him. Sure, his low Int makes it easy to trick him; but if he ever snapped and turned on you, a single blow from that +2 Keen Falchion would be the end of you.
Over the Top Evil
Some aspects of Evil in D&D are just plain awful. Cannibalism, soul-stealing, consorting with demons, wanton slaughter, destroying the world, genocide, despoiling things out of hatred for purity, torture for the fun of it -- these activities are horrible and disgusting. They're "over the top" evil. An evil PC in an otherwise non-evil party may not get away with these acts. And they don't have to try -- you can be really evil without doing these things.
Final Thoughts
Mixed Alignments
Lawful and Good seem to go hand-in-hand in a lot of ways. Honor and honesty seem altruistic and good; and charity and kindness seem honorable and lawful. The same goes for Chaotic and Evil. So mixed alignments, like Chaotic Good and Lawful Evil create contradictions. Some editions didn't have these mixed alignments (Original, BECMI, and 4th edition). This might be hard to roleplay spontaneously, but the GM can make use of your conflicting alignments to create dramatic choices for you.
A lawful-evil character might find a situation that makes them choose between putting themselves at risk with no expectation of gain, and breaking their word. One or the other has to give. You might expect them to break their word and then cover it up; or keep their word and then take revenge for being forced into the situation.
A chaotic-good character might find a situation that makes them choose between helping people and supporting an authority they especially dislike. The Duke rewards them by bestowing a hospital on them and giving them title Lord Hospitalier. As long as they don't piss off the Duke, they can do a lot of good for the people of the duchy. The character would have to grit their teeth and serve a Duke, or else undermine the Duke more subtly.
Neutral as Balance
In some D&D settings, Neutral is more than just "not law/chaos/good/evil" but instead a concept of balance between them. In Dragonlance, for instance, the world is at risk when it is not balanced. Neutral alignment in those settings can also mean "my character is aware that the world needs to remain balanced, and I intend to restore that balance." Ultimately, that character has a strange (alien to us!) philosophical idea that some amount of cruelty and abuse is necessary to the cosmological underpinnings of reality itself, but too much is just as bad. Same with order and chaos.
True Neutral Still isn't Just "You"
If you play True Neutral, try to invent some important ways in which your character makes decisions differently from you. In a way, Neutral can be more challenging than the other alignments, as a result. It helps to pick a driving goal for your True Neutral character, and seek to achieve it no matter the cost.
First, for alignment to have value, it has to mean something. Here's the very basic point you should understand about alignment: The alignment that lets you do the expedient, convenient, logical, tactical, strategic, reasonable thing is True Neutral. The other four options (Lawful, Chaotic, Good, and Evil) occasionally require you to make sub-optimal or unreasonable choices in character. In effect, those four alignment choices are "flaws," in the RPG sense of the word. They're voluntary restrictions on your behavior.
Flaws in RPGs
A "flaw" is a common roleplaying game mechanic that gives you some game system reason to have your character make a decision that is different from and worse than the decision that you, the player, would make.
In a roleplaying game, players take on the role of people different from themselves, but RPGs are usually about problem solving. Consequently, players spend a lot of time working out the most sensible solutions to problems. But if you spend all your time having your character, Jordak, making the decision you, Joe, would make, what makes Jordak different from Joe? Jordak is just Joe with a magic dagger and 45% Find and Remove Traps. The character of Joe is the same as the character of Jordak.
So I've come up with a way to explain Alignment that Dungeon Masters and players can use to best understand it.
It's a really simple distinction; there are only two kinds of alignment: There's Neutral, and there's everything else.
Neutral
You act lawful/chaotic or good/evil when it makes the most sense for you. You don't make a point of honor. You don't make a point of defying authority. You don't make a point of altruism. You don't make a point of selfish greed. If it's foolish to stick to strict rules, you break them. When it's comfortable to let someone else continue to suffer while you drink fine wine, you drink fine wine. When defying authority would cost you, you go along to get along. When helping others improves your own life, you give freely. Just because the players of Neutral characters have no limitations on the choices they make doesn't mean they should just play their character as an avatar of themselves.
Chaotic/Lawful/Good/Evil
You choose to act in a particular way, when an average person would not. Chaotic characters choose to defy authority, even if it costs them. Because they flout honor, they have flexibility. Lawful characters choose to obey an honor code, even when it costs them. Because they uphold a code of honor, they have trustworthiness. Evil characters choose to satisfy their urges at the expense of others, even if it destroys their community. Because they never spend a thought for others, they have to rely on their own strength and dominate those around them. Good characters choose to sacrifice their own needs for the needs of others, which often hurts them to no profit in the mortal world (but that's the point, of course).
Nine vs. Three vs. Five...
If you're playing with the 1e, 2e, 3e, Pathfinder, and 5e "nine alignments" system, you really have eight flawed character types and one with total freedom to act as the player would. Other editions of D&D had different systems of alignment that made this easier to understand:
- Original and Basic D&D: Lawful, Neutral, Chaotic
- 4th edition D&D: Lawful Good, Good, Unaligned, Evil, and Chaotic Evil.
When placed on a simple continuum like those editions, it's easier to see Neutral (or Unaligned) as the "normal reasonable person" alignment, and the others as deviations from it.
But the most popular D&D editions are Pathfinder and 5th edition, so let's look at the Lawful/Chaotic and Good/Evil axes independently. And let's look at them as "flaws" in the classic RPG sense -- opportunities for the player to have their character act in a surprising way.
With RPG flaws, the player is not at fault when the character makes a bad decision in line with their flaw.
Bill: "Joe, I can't believe you hid from the Reeve. He just wanted you to pay a tax you could easily afford. What if he'd caught you? We'd all be in trouble over a few gold pieces!"
Joe: "If it were me, I would have paid the tax. Jordak, on the other hand, gives nothing to the sneering autocrats who think they can take whatever they want by right of birth."
Flaws are an RPG mechanic that helps players make those decisions that they know are inexpedient without carrying the blame themselves -- it's not Joe's fault. Joe doesn't have a chip on his shoulder about authority. Jordak the Thief does.
So here are the kinds of inexpedient decisions you might make when roleplaying your alignment.
Lawful
You demand your enemies surrender before attacking, removing the element of surprise and maybe giving them a moment to collect their wits and prepare for battle. You let fleeing enemies escape unless there has been a warrant issued for their capture or their death. You won't disgrace yourself by pretending to be someone else. You will find a way to do what you said, even if you were forced or tricked into it. You refuse to promise anything except to trustworthy people, because you know you will be bound to your word. You demand apologies or satisfaction by violence from those who insult you.
Non-Traditional Honor Codes
D&D and Pathfinder assume a world similar to our own, with similar ideas about honesty, integrity, fairness, courage, and temperance. Even honor codes in vastly different real-world cultures have similar ideas about those things. But this is fantasy! It's OK to play a character from a culture with a dramatically different code of honor, but it should be just as restrictive as the default Earth-like code of honor.
Example of a Dramatically Different Honor Code
Traditionally, a Lawful character would demand justice before attacking a humanoid. "Repent your ways and surrender, or I will slay you where you stand!" But maybe your character's culture is comfortable with attacking people without warning, if they deserve it. If you commit a serious offense in that culture, you can expect to be ambushed and killed at any time. Think about what effects that would have on a culture. That culture would have strict rules about when it is OK to draw a weapon and what it means to bare steel. If you take out a weapon in the presence of others, you might be attacking them - there is no cultural penalty to doing so, after all. People carrying spears or other weapons that could not be sheathed would be immediately suspected of homicidal intent -- more so than just "he's carrying a deadly weapon" but "her choice of weapon signals that she intends to kill without warning." Wizards would keep their hands visible at all times. A culture that did not demand justice before administering punishment might also have no concept of repentance. In a way, it would be more strict than a culture that did. No repentance. No forgiveness. No surrender. Retreat is only delaying the inevitable. Such a culture would demand that its warriors fight to the death, even against overwhelming odds. They might still retreat -- everyone gets scared -- but they would never surrender. Such a culture would be very careful to never give even the slightest offense. Politesse and manners would be much more important to them than they are on Earth. Another thing about this culture -- accidentally hurting an innocent person or administering punishment harsher than was deserved would be strongly censured, or else it would quickly get out of hand. This supports the culture's obsession with politesse. If someone hurt you, it is safer to act like the offense is less than it was than it is to over-react. That's not forgiveness so much as forbearance, dignity and patience. Truly revered people in this culture would appear to ignore all offenses -- even attacks on their life.
Lawful isn't just Orderly
Discipline and temperance are part of the traditional honor code, but not all of it. A lawful character is more than just organized and logical. They have a code, expressed as laws or principles, that they follow. Typically it reflects the traditional codes of honor we have on Earth, but see above for variations.
Lawful isn't just Obedient
Pro-social deference and humility are part of the traditional honor code, but not all of it, either. A lawful character isn't just a person who obeys the law and custom. They internalize the ethical virtues that underpin law itself - the honor code.
You won't give a copper piece to authority figures unless you get something for it. When you meet The High Queen Jorella Moonflower, Her Highness, Defender of the Realms of Elvenkind, you might lean against a column and call her, "Jorella" like you would with a casual acquaintance, instead of taking a knee and calling her "Your Highness." You show no respect to toadies or people who slavishly adhere to honor codes. You don't want a trustworthy reputation - better to be unpredictable and unknown. You never promise anything because you don't want to be held accountable; and if you are forced to make a promise, you make a point of breaking it somehow. You sabotage and undermine authority figures, even if they're on your side. You see no point in chastity or temperence - your character might get blind drunk just for the fun of it. You're not hurting anyone. And if you are, is it any worse than the teetotaler refusing to go carousing to gather information because of some abstract ideas about dignity and principle?
Unreliable slob or mysterious rebel?
Chaotic characters might appear to have a chip on their shoulder because they constantly undermine even legitimate, good-intentioned authority. They see feudalism as an inherently unfair and broken system. They might appear as lazy, over-indulgent, distasteful slobs because they see no reason to be industrious, abstemious, and dignified; they would rather do what they want without people judging them. They might appear conceited and unreliable because they don't need to maintain a reputation of humility and trustworthiness; instead preferring to be proud or mysterious. Charismatic Chaotic characters come across more positively: A charismatic Chaotic character might be respected for going their own way. Their confidence and charm make them seem more mysterious than untrustworthy; more revolutionary than undermining; more independent and spontaneous than lazy and unreliable.
(This goes for Lawful characters, too: An uncharismatic Lawful character might seem like a hide-bound, sanctimonious bore with a death wish; while a charismatic one might come across as trustworthy, honorable, and courageous.)
Chaotic isn't Convenient
Chaotic characters don't obey laws and customs until it's convenient to ignore them. That's Neutral. Chaotic characters directly flout or undermine them. To portray a Chaotic-Good character, it might help if the DM provides examples of how authority, law, and custom have flaws. They don't have to be huge flaws, but even a few small problems with the social structure will help the C-G character justify their disdain.
You might give your resources away to those in need, even if costs you effectiveness in combat. You might risk your life for just a 1% chance to save or help an innocent person. You might use your down time helping others instead of earning money or brewing a potion. You might let enemies get away because you show them more mercy than they deserve. When you get no benefit from helping others, only pain and suffering, you don't need excuses. You know you didn't do it because it made you look good. You did it because it was good.
Good is Easy to Act and Hard to Choose
It may seem like Good characters have to make more hard decisions than Evil ones. And that's sort of the point. Good is all about hard choices. Evil is easy: Me. On the other hand, most D&D players are pretty good-hearted folks. It's hard to play Evil and scoff at an NPC's suffering, abuse your character's henchmen, and manipulate people to do what you want rather than persuade them of the social good of your mission. So playing Good requires your character to make hard choices. On the other hand, playing an evil character is going to challenge your acting skills.
Evil
The philosophy of evil is that you only rely on yourself. Everyone is completely responsible for their own life. Because everyone is expected to take care of their own life, it doesn't matter if you hurt others - if they couldn't keep themselves safe, they deserved it. It doesn't matter that you hurt others and gained a reputation as an abuser - you're strong enough to avoid the repercussions. Evil people can be cowards. They won't take a risk if they don't think they can avoid the hazards. They don't trust that others will help them out of kindness or friendship. They trust that others will help them if they have leverage over them, though. Evil characters are abusers who get power over others through blackmail, bullying, corruption, lies, and dependence. Evil characters would never believe they could persuade someone to help them out of a sense of decency. They would immediately resort to finding leverage to force the person to do as they want. Evil characters would never expose themselves to a hazard they couldn't survive or force others to endure in their place. Evil characters would automatically push to gain the greatest reward or greatest share of the reward, only backing down if it would cost them more to persist. In a party of other adventurers, an evil character would take only their fair share of loot unless they could get leverage over other party members, which is probably not possible if they're all the same level.
Social Contract: Don't Be a Dick
If you're playing an evil character, it is important to talk about your character's penchant for abusing others out of character with the GM and other players. They might decide to collaborate with you to decide how your character got leverage over their character, so that they could later roleplay how their character turned on your character and punished your character for their manipulation. Never abuse and manipulate your friends in real life -- make sure they know out of character that your character is doing it. If they want to play along, good.
If the other player is not OK with it, you have to back off and come up with an in-character reason. Maybe your evil wizard is too afraid of the barbarian to try manipulating him. Sure, his low Int makes it easy to trick him; but if he ever snapped and turned on you, a single blow from that +2 Keen Falchion would be the end of you.
Over the Top Evil
Some aspects of Evil in D&D are just plain awful. Cannibalism, soul-stealing, consorting with demons, wanton slaughter, destroying the world, genocide, despoiling things out of hatred for purity, torture for the fun of it -- these activities are horrible and disgusting. They're "over the top" evil. An evil PC in an otherwise non-evil party may not get away with these acts. And they don't have to try -- you can be really evil without doing these things.
Keep it PG-13 (or Whatever)
Alignments are ultimately moral choices, and moral choices can lead to mature themes. Make sure you understand the "MPAA Rating" of your table and keep from taking things too far. If your table is playing a PG-13 campaign, then choosing to run an adventure about sexual abuse might be pushing it too far, even if you treat the subject in a mature and educated manner.
Alignments are ultimately moral choices, and moral choices can lead to mature themes. Make sure you understand the "MPAA Rating" of your table and keep from taking things too far. If your table is playing a PG-13 campaign, then choosing to run an adventure about sexual abuse might be pushing it too far, even if you treat the subject in a mature and educated manner.
Final Thoughts
Mixed Alignments
Lawful and Good seem to go hand-in-hand in a lot of ways. Honor and honesty seem altruistic and good; and charity and kindness seem honorable and lawful. The same goes for Chaotic and Evil. So mixed alignments, like Chaotic Good and Lawful Evil create contradictions. Some editions didn't have these mixed alignments (Original, BECMI, and 4th edition). This might be hard to roleplay spontaneously, but the GM can make use of your conflicting alignments to create dramatic choices for you.
A lawful-evil character might find a situation that makes them choose between putting themselves at risk with no expectation of gain, and breaking their word. One or the other has to give. You might expect them to break their word and then cover it up; or keep their word and then take revenge for being forced into the situation.
A chaotic-good character might find a situation that makes them choose between helping people and supporting an authority they especially dislike. The Duke rewards them by bestowing a hospital on them and giving them title Lord Hospitalier. As long as they don't piss off the Duke, they can do a lot of good for the people of the duchy. The character would have to grit their teeth and serve a Duke, or else undermine the Duke more subtly.
Neutral as Balance
In some D&D settings, Neutral is more than just "not law/chaos/good/evil" but instead a concept of balance between them. In Dragonlance, for instance, the world is at risk when it is not balanced. Neutral alignment in those settings can also mean "my character is aware that the world needs to remain balanced, and I intend to restore that balance." Ultimately, that character has a strange (alien to us!) philosophical idea that some amount of cruelty and abuse is necessary to the cosmological underpinnings of reality itself, but too much is just as bad. Same with order and chaos.
True Neutral Still isn't Just "You"
If you play True Neutral, try to invent some important ways in which your character makes decisions differently from you. In a way, Neutral can be more challenging than the other alignments, as a result. It helps to pick a driving goal for your True Neutral character, and seek to achieve it no matter the cost.
January 20, 2016
How to Start a Game
When you start a game, you need to gather players, find a place to play, read the system, buy some new dice (OK, not everyone does that...), and schedule the first session (or session zero, as it's called). People run their games in different ways, sure; but this is the ideal way to start a typical adventure or campaign. You might try variations on this basic structure just to play around with different ideas; but you should follow this structure as close as you can.
Here's how game pitches should start:
1. GM Dreams it up
The GM comes up with the concept for the game. The GM then distills this into a very descriptive, evocative game pitch. A game pitch that has no wizards in it, for instance, maybe about pirates (see the link above).
2. GM Pitches the Game
Next, the GM emails the pitch out or tells the players about it.
3. Players Give Feedback
The players read/hear the pitch and give feedback. The GM listens carefully - not only noting what the players ask for and what they seem to like most; but also what they don't really respond to. Also, when players give feedback, the GM should assess whether it's feedback one player has, or whether the entire table agrees. "We don't want to play a game without wizards" says one player. The other players shrug. Maybe they were OK with a game without wizards. Maybe that one player wants to play a wizard. What's a good compromise?
4. GM Incorporates Feedback
The GM incorporates some of the feedback, to please the majority of the players. If the feedback is really negative, the GM goes "back to the drawing board." But once the GM has made changes - that's the game you're playing. You had your chance to give input. Note, the GM has to like the game they're running! No GM should change their campaign concept to one they don't enjoy. But the players also have to like it. If the players and GM can't agree, it's time to go back to the drawing board.
5. Players Make Characters
Now the players make characters appropriate for the game described in the (revised) pitch. Their character represents how they want to interact with the pitch. The players also create character hooks (aka backstory, ideals/bonds/flaws, background, known NPCs, and other sorts of things GMs ask for or players write unsolicited). Those hooks describe what stories they are interested in being involved in.
6. GM Creates Content for the Player Characters
Next, the GM builds some antagonists and settings (or revises and fleshes out the sketched ones he or she already made) based around the players' characters. E.g. if a PC is a Paladin, a holy order needs to be added. If a PC is looking for her lost husband, the NPC husband needs to be written into the setting, and the disappearance needs to be attributed to one of the antagonists.
7. The GM Starts the Adventure or Campaign
The GM hooks the PCs into the first session using their personal agendas.
You're a Paladin. Your holy order sends you on a mission to a ruined city to find out what mysterious force destroyed it. This woman (other PC) wants to tag along - says she's looking for clues to the whereabouts of her missing husband there. She's concerned he became mixed up in unlawful magicks. This mysterious man arranged it so he was assigned to help the Paladin investigate. The orders are clear: He will help investigate, and if he finds anything that looks like a book or scroll with strange glyphs, only he is allowed to touch it. He looks like a wizard. But no... that can't be. The wizarding traditions were purged by the holy order a thousand years ago...
Here's how game pitches should start:
1. GM Dreams it up
The GM comes up with the concept for the game. The GM then distills this into a very descriptive, evocative game pitch. A game pitch that has no wizards in it, for instance, maybe about pirates (see the link above).
2. GM Pitches the Game
Next, the GM emails the pitch out or tells the players about it.
3. Players Give Feedback
The players read/hear the pitch and give feedback. The GM listens carefully - not only noting what the players ask for and what they seem to like most; but also what they don't really respond to. Also, when players give feedback, the GM should assess whether it's feedback one player has, or whether the entire table agrees. "We don't want to play a game without wizards" says one player. The other players shrug. Maybe they were OK with a game without wizards. Maybe that one player wants to play a wizard. What's a good compromise?
4. GM Incorporates Feedback
The GM incorporates some of the feedback, to please the majority of the players. If the feedback is really negative, the GM goes "back to the drawing board." But once the GM has made changes - that's the game you're playing. You had your chance to give input. Note, the GM has to like the game they're running! No GM should change their campaign concept to one they don't enjoy. But the players also have to like it. If the players and GM can't agree, it's time to go back to the drawing board.
5. Players Make Characters
Now the players make characters appropriate for the game described in the (revised) pitch. Their character represents how they want to interact with the pitch. The players also create character hooks (aka backstory, ideals/bonds/flaws, background, known NPCs, and other sorts of things GMs ask for or players write unsolicited). Those hooks describe what stories they are interested in being involved in.
6. GM Creates Content for the Player Characters
Next, the GM builds some antagonists and settings (or revises and fleshes out the sketched ones he or she already made) based around the players' characters. E.g. if a PC is a Paladin, a holy order needs to be added. If a PC is looking for her lost husband, the NPC husband needs to be written into the setting, and the disappearance needs to be attributed to one of the antagonists.
7. The GM Starts the Adventure or Campaign
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| Source: Wikimedia Commons |
You're a Paladin. Your holy order sends you on a mission to a ruined city to find out what mysterious force destroyed it. This woman (other PC) wants to tag along - says she's looking for clues to the whereabouts of her missing husband there. She's concerned he became mixed up in unlawful magicks. This mysterious man arranged it so he was assigned to help the Paladin investigate. The orders are clear: He will help investigate, and if he finds anything that looks like a book or scroll with strange glyphs, only he is allowed to touch it. He looks like a wizard. But no... that can't be. The wizarding traditions were purged by the holy order a thousand years ago...
August 10, 2015
Party Conflict in RPGs
Five Flavors of Intra-Party Conflict
Intra-party conflict in RPGs commonly comes in five different “flavors.”
- Organic Disagreement
- Explicit Competition
- Traitor as PC-NPC
- Clashing Ideals
- Director Stance
For each, I’m going to describe the conflict, how it’s used, and what dangers are inherent in it. I will then offer a tip for GMs who find themselves refereeing that conflict. It’s tricky, handling party treason.
| Benedict Arnold: Iconic American traitor |
My philosophical stance that underlies these tips is that we play RPGs to have fun, and that the GM’s job is to facilitate a fun, exciting game. You don’t facilitate a player vs. player conflict; you referee it or prevent it so that you can facilitate a fun dramatic moment between characters - not an un-fun conflict between players. I recognize that other GMs have different ideas about this, but I respectfully disagree with them.
Organic Disagreement
Key concepts review:
The most common conflict occurs when the players, immersed in actor stance, have an in-character disagreement. The disagreement rises to a serious conflict that could be overcome by stepping back from the game world frame into the social or game frame and discussing OOC reasons why the inciting player chose the actions they did for their character. But for any number of reasons, the players don’t do that. A common reason is that it’s fun to have a row in character -- though different players tolerate this to different degrees, so be careful! Other possible reasons include authorial independence: Where a player prioritizes control over their character’s actions over party harmony, e.g. “This is how my character would act, and I don’t want your OOC concerns affecting my decisions about my character’s actions.”
In organic disagreements, conflict is player vs. player and character vs. character at the same time, because the players are fully immersed in the game world frame / actor stance. When players’ autonomy over their own characters is so strong that they act in character without OOC consideration for one another as players, there is (by definition) no social contract that says that the players will choose character actions that will not hurt the feelings of other players.
GM Tip: Priorities, people! When organic conflict arises, remind the players that they are all friends, and it should be OK to sacrifice a little autonomy over their characters’ actions in order to avoid annoying their friends around the table. This establishes a norm of respecting each other as players first, and respecting each other’s autonomy over their character second.
Explicit Competition
Key concepts review:
- The Horror-Hunter Ladder (Mood)
Some RPGs are pitched as explicitly competitive adventures or campaigns, where the PCs are forced to work together, but have their own, competing agendas. This is a common style for games like Vampire and Ars Magica, and for Elysium Style LARP (which arose from Vampire). At the start of the game, the GM ensures that all the players accept the competitive premise and design characters who will be fun to play in that sort of scenario. Players can choose to play characters out to win, out to fail horribly, out to be sympathetic underdogs caught in the fray, or doomed heroes who put themselves above the fray, and are torn apart as a result. These games are rarely at the Hero rung or higher for mood.
In explicit competition, the conflict is player vs. player, where the competitive skill of the players determines the final outcome. Will Andy’s character become Prince? Or will Betty’s? Because of the explicit nature of the game, the conflict is an accepted part of the game frame understanding of events, and does not affect the social frame relationship between the players.
GM Tip: Just because the players accept a competitive premise doesn’t mean they’ll take losing well. Anyone can be a sore loser, and sometimes they’re justified (such as when a player exploits a rules loophole to win the conflict). GMs should make sure to be a fair referees in explicitly competitive games; and when players win unfairly, GMs should shift the blame to themselves and act to restore fairness somehow. (It’s a hard balancing act! Just look at all the drama in Vampire LARP communities!)
Traitor PC-NPC
Sub-types of this flavor of betrayal are the key concepts to review:
- Face-Heel Turn, where the traitor is initially loyal, then changes sides
- Subtrope: Forced Into Evil, which happens when a character is taken over by the GM due to madness, mind control, possession, etc. (see Director Stance, below)
- Subtrope: Face-Monster Turn, which is where the character is turned permanently into a monster, such as by a vampire bite, werewolf curse, etc.
- The Mole, where the traitor was a traitor all along
Perhaps the most common (and easiest) way to handle party betrayal in a Hero-rung game or higher is to allow a party traitor, but treat it like that player is playing an NPC. The PC-NPC acts like a typical PC while adventuring with the party, until their treason is revealed. At that point, there is a final confrontation, and the traitor is killed or escapes to become an NPC. Regardless, once the traitor’s actions are no longer secret, the traitor’s player has to make a new character. This is a good way to handle party traitors in D&D and similar heroic-mood RPG scenarios.
Because the traitor player is acting with the permission of the GM in the role of a party antagonist, the treason is acceptable. The conflict is character vs. character. The GM uses their power to maintain the traitor’s secrecy until the climactic betrayal, at which point the GM uses their power to turn the traitor PC into an NPC. The traitor’s player is seen as helping the GM make the game more fun, rather than betraying the other players. This makes it acceptable within the game frame, in the same way that the GM using an NPC to betray the other player characters is acceptable.
GM Tip: This is probably the most tame kind of intra-party conflict. But some players are sensitive to any disharmony in the group, or just don’t like surprises. In the pitch, make sure the players know that there might be a party traitor. Then they’ll be eagerly anticipating the climactic betrayal, instead of surprised and unhappy about it. Also, make sure to let the betrayed characters can get their revenge against the traitor. Otherwise, there could be some bleed-out resentment.
Clashing Ideals
Key concept review:
In just about any kind of game up to (but not including) the superhero rung, the GM can engineer a situation where any solution the PCs seek inevitably harms another PC’s agenda. In that case, the players must choose how they’ll handle it. Their choices vary between extreme harmony and extreme disharmony:
- With extreme harmony, the PCs negotiate and come to a consensus on their solution. “OK, we’ll go with Andy’s tactic, but that will hurt Betty’s agenda. So next chance we get, we’ll go make it right, fix the damage we did, and try to advance her agenda.” In this case, they accept a difficult negotiation, followed by a fairly harmonious reconciliation.
- With extreme disharmony, one or a group of PCs seize the initiative and act on their own, choosing an option that hurts another character’s agenda. Then they have a long, hard road to reconciliation afterwards. “It’s easier to ask forgiveness than permission,” is not always true!
This sort of conflict is designed to create dramatic character vs. character conflict within the party temporarily. The players, acting in character, have to negotiate both the resolution of the challenge (who gets the shaft?) and the reconciliation of the conflict (how can the shafted PC forgive the others?). The players usually have OOC motives here (that’s what hooks are, after all - expressions of OOC motives), and might suffer some bleed-out into player vs. player conflict if they cannot come to a solution that satisfies all the players. Ironically, there might be bleed-in later as a player might be offended by being shafted, and become more unforgiving than their character would be.
GM Tip: If the players cannot come to an agreement in character, ask them to talk about it out of character. If they cannot come to an agreement out of character, you have to modify the situation so that they can. It’s always better to retcon something than to have the players hate each other (and you) for putting them in a spot they’re uncomfortable with OOC, as humans with friendships and feelings.
Director Stance
Key concept review:
- Flaws as author stance empowerment
Many RPGs encourage director stance character vs. character (instead of player vs. player) conflict. Fiasco is entirely based on it. Fate has a Compel mechanic that allows players and GMs to make each other act irresponsibly and possibly against party interests. Indie RPG Unsung has this mechanic as well. Many RPGs have forced-behavior mechanics such as Flaws (Champions, World of Darkness) or stress mechanics (Call of Cthulhu, Werewolf: the Apocalypse) that cause characters to act irrationally. When the system forces a character to act against the party interest, the player is not at fault, making it an author or director stance decision.
The conflict here is explicitly character vs. character. The players are fully aware that the player whose character commits treason against the party is acting based on author or director stance, game frame, impulses. Events proceed from the understanding that the character acted irresponsibly or selfishly, not the player, and the conflict never bleeds out of the game world frame.
GM Tip: Most games with mechanics that compel other players’ behavior usually have a pressure-release valve in the form of a veto of some kind. Even where there is no veto, if a player is uncomfortable being forced into a decision for their character that they are unhappy with, use your GM fiat to undo the mechanical compulsion, fudge a roll, or ignore the rule. It’s better to cheat a little than to ruin someone’s fun.
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