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GameMastery Guide / Player Characters / The Life of a Party / Alignment

Predestination

Source GameMastery Guide pg. 68
The simplest way to view alignment is as nine literal personalities. If a character is lawful good, he always obeys the law and always does the “right” thing, while a chaotic evil character always shirks the law and acts maliciously. This is a system of absolutes, where free will and context mean little, everything is pre-ordained, and every creature has a path. Players who view alignment as predestination might wear alignments like straitjackets, but at the same time, they always know how to roleplay their character’s reaction to situations. This proves both helpful and comforting to many players new to or ill at ease with roleplaying. This approach also renders alignment-based rules easy to arbitrate, turning every matter of determining alignment into a simple yes-no question. Problems with this method tend to arise when a game ventures into sketchier moral and ethical situations. A player might become uncomfortable when his lawful good character feels forced to obey the laws of an evil society, or might have trouble in a campaign that requires him to work with those whose alignments differ from his own.