Showing posts with label morality. Show all posts
Showing posts with label morality. Show all posts

Saturday, December 21, 2024

Does Your Character Have A Cause?

Motivation is one of the most important factors when it comes to figuring out your character. In fact, it's so important that a while back I wrote an entire supplement titled 100 Character Goals and Motivations just to drive it home. However, in addition to their personal goals and motivations characters may have causes they champion, or which they strongly believe in. And while they aren't a necessity of your character (after all, how many people do you know in your day-to-day life who strongly support a cause?), they can add a lot of depth and dimensions to your character all the same.

And much like how religion isn't just for divine casters, causes are something anyone can support, and be part of. Though it does help if the cause you pick is actually part of the campaign you're playing.

After all, conflict only matters when we see it!

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Something Bigger Than Yourself


The difference bwetween a goal and a cause, in this case, is the scale of the thing, and who it benefits. Goals might benefit other people, but someone does them primarily for themselves. Also, goals are often small, and personal things such as finding a lost relative, paying off a debt, or getting revenge. However, a cause is something that, while it might benefit the character, is bigger than them. When one supports a cause, they do it because that cause is more important than their personal reward or benefit, even if they do have some skin in the game.

For example, a prince fighting to depose his ururping uncle to take back his rightful throne is a goal. But ending the practice of slavery (whether in the kingdom, or throughout the world) is a cause. It is something that is bigger than one man's ambitions, and it affects so many more people. Now, a prince who was fighting for the cause of freedom could facilitate that cause by retaking his throne, and all the power associated with it, but even then the cause affects so many more people, and so many interests beyond purely his own.

One step for a man... one leap for mankind.

The other difference between goals and causes is that goals tend to be achievable. Goals have definite parameters, and even if they're difficult you can still (usually) manage to achieve them. Causes, though, tend to be more ephemeral. For example, you might have the goal of eliminating the bandits currently plaguing the North Ridge Pass. That is something that can be done. However, a cause might be to protect travelers along that highway from dangers. That is significantly harder to do, and likely requires the formation of regular patrols, a network of watch towers and shelters, and taking measures to ensure that as many dangers as possible are negated before they become an issue.

Because causes tend to be things that are either very large in scale and scope, or they might not have an actual end point. And even if they do have an end point, it isn't likely to happen within the lifespan of the person who took up the cause... even if that person is an elf.

So ask yourself what kind of causes your character believes in, which ones they're willing to fight for, and which ones they want to see come to fruition. Some of those might be:

- Freedom from slavery
- Cures for known diseases (and the means to give them to the masses)
- Preservation of knowledge, history, and literature
- Protection of children
- Punishment of the guilty

The list goes on and on, but you get the idea. A cause is more than just an ideal where a character happens to think this or that is a good or noble endeavor; it should be something they are (at least in part) dedicated to. The reasons they are dedicated to it might be lofty, or they might be deeply personal, but all that matters is they can be moved based on their belief in a cause.

For example, your rogue might be a hard bastard who does nothing for free... but he believes children must be kept safe. In small ways, this could motivate him to help rescue young kidnap victims who are being held for ransom. In a bigger way, though, it might lead him to oppose entire faiths, or societal systems that rely on child soldiers, exploitative labor practices of the young, ritual sacrifice, etc. Do they do this because they have very few moral lines in the sand, but this is one of them? Is it because they were abused by a system of child labor, or because they were a "big brother" in a gang of street youths? Did they lose their own children to circumstances beyond their control, and they aren't willing to stand aside and let it happen to others?

There are all kinds of causes that can motivate people. Most people may only help in small ways, like donating money or supplies, allowing use of their home or property, or casting a vote... others, though, are willing to lay down their lives for what they believe in if that's what it comes down to. So take a moment and ask what cause your character believes in, and what lengths they would go to if it meant they were able to further that cause?

And if you're looking for some handy supplements to help fill in your backgrounds, I would strongly recommend picking up copies of 100 Questions To Ask About Your Characters, as well as 100 Dark Secrets!




Like, Follow, and Stay in Touch!


That's all for this week's Fluff post. To stay on top of all my content and releases, make sure you subscribe to my newsletter at the bottom of the page!

Again, for more of my work, check out my Vocal archive, and stop by the Azukail Games YouTube channel, or my Rumble channel The Literary Mercenary! Or if you'd prefer to read some of my books, like my dystopian sci-fi thriller Old Soldiers, my hardboiled gangland noir series starring a bruiser of a Maine Coon with Marked Territory and Painted Cats, my sword and sorcery novel Crier's Knife or my latest short story collection The Rejects, then head over to My Amazon Author Page!

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Tuesday, June 6, 2023

Changing Your Alignment is Like Changing Your Diet

For folks who've been listening to the latest news, it seems that (at least at Paizo), alignment is going the way of the dodo. Whether this becomes the industry standard or not is something I talked about a little while ago on the Azukail Games YouTube channel (which you should subscribe to, if you haven't yet), but it seems there are a lot of folks who really want to keep the alignment system in their games going forward.

And it's for those folks that I thought I'd touch on something I've been noodling about for a while. Mainly that alignment shouldn't be something that just changes rapidly back and forth, or which is nothing more than ticks on a moral abacus.


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Giving Up Evil, and Eating More Salads


Most of us, at some point in time, have gone on a diet for one reason or another. Maybe you wanted to finally lose some weight. Perhaps you were diagnosed with a condition that meant you couldn't have as much sugar, fat, or red meat as you used to have. You might even have decided that you wanted to change your diet because you wanted to live a more cruelty-free life. These changes, though, require you to stick with them for the long-term, and to make permanent changes to who you are, and the way you live your life. A crash diet may get you some short-term results, but if you don't really commit to living in a different way, soon you're going to wind up right back where you were.

If you're looking for a way to think about alignment and how it shifts, I find that this metaphor works pretty well.

I know I said no more beheadings... but maybe one or two more before I stop completely?

Thinking of alignment as your morality diet may be helpful because, for your alignment to change, you have to actively alter the way you live your life, and to commit to it. It's hard to not fall into old habits, or to crave the things that used to be your go-to solutions, and this can be reflected in a character's attitude and struggles.

Lastly, while it's technically possible to use magic to shift one's alignment (through casting spells with the Good descriptor, failing the save against cursed items like the helm of opposite alignment, etc.) you could think of this as using extreme supplements, chemical treatments, or surgical solutions. Because while these things will work, they may not be able to stop you from falling into old habits, and dragging yourself back to the same place you were at.

Making a serious commitment to altering yourself is difficult... but more importantly, it can take a long time. And even if someone manages to take a shortcut through something like a sudden magical effect, they still have to maintain that effect. It's going to be tough, and occasionally frustrating, but it can make for a particularly rewarding character arc that's worth committing to.

Lastly, it's important to keep in mind that your actions still have consequences. Even if someone manages to alter their alignment to redeem themselves from evil to become good, they will still have to answer for the crimes they committed. And even if someone only dips from good to become evil for a brief time before they're redeemed, they'll still be held to account for any atrocities they were responsible for. And even evil characters who are doing good acts specifically to get a reward will still be rewarded for the good things they did.

While alignment might be the general state of one's morality, never forget that the consequences of your actions (good or bad) may always be coming around the corner.

Like, Follow, and Stay in Touch!


That's all for this week's Moon Pope Monday. To stay on top of all my content and releases, make sure you subscribe to my newsletter at the bottom of the page!

Again, for more of my work, check out my Vocal archive, and stop by the Azukail Games YouTube channel, or my Daily Motion channel!. Or if you'd prefer to read some of my books, like my sword and sorcery novel Crier's Knife or my latest short story collection The Rejects, then head over to My Amazon Author Page!

To stay on top of all my latest releases, follow me on FacebookTumblrTwitter, and now Pinterest as well! To support my work, consider Buying Me a Ko-Fi, or heading to The Literary Mercenary's Patreon page to become a regular, monthly patron. That one helps ensure you get more Improved Initiative, and it means you'll get my regular, monthly giveaways as a bonus!

Friday, May 5, 2017

What is Your Character's Moral Code?

Fewer things start more fights at a gaming table than talking about alignment. Like it or hate it, though, there is something it does do fairly well. It boils down a complex set of characteristics, views, beliefs, and moralities into a simple, two-word description. Which is fine for NPCs, for monsters, and for other characters who are only on stage for a little bit. Player characters, though, are the stars of the show. They're in every episode, their actions drive the plot (more often than not, anyway), and we explore them more than we do any other characters in the story.

Which is why it's important to dig past that two-letter abbreviation to find out more about who your character is. What do they believe? What is right to them, and what is wrong? What offends their moral sensibilities, and what won't so much as trouble their sleep?

You've got to have your priorities in order, after all.

Honor Among Thieves?


The difficulty with alignment, as I said back in Absolute Good, Absolute Evil, and Alignment in RPGs, is that alignment is viewed from a meta perspective. We know that the duke is evil, because his alignment says so, but we also know that no one really thinks of themselves as evil. People don't sit in doom fortresses laughing maniacally, thinking about how they are the most villainous of villains. Most people, by and large, see themselves as just trying to do what's best for themselves, and those they care about. Even people who, when viewed from the outside, are clearly the big bads of a campaign.

This statement, of course, excludes beings of unknowable evil, the mad, and the twisted. Generally speaking, we're talking about characters we can identify with in some way, shape, or form, and who have a rational understanding of themselves, and the world.

You know, like the people who SUMMON Yog-Sothoth.
Let's start with someone good. After all, good sometimes feels self-explanatory; you do the right thing because it's the right thing to do. Arend Brandt was a soldier, and when he was honorably dismissed from service he swore his sword to the church. A holy warrior, he patrols pilgrimage paths, and tries his best to uphold his vows.

That's pretty straightforward, but there are questions that need to be asked. How did Brandt come to the faith? Was he raised with it, or did a career on the front lines make him crave answers about right and wrong in life? Does he agree with his vows in their entirety, or does he feel certain edicts are out of date, or were created by men rather than the divine? Is he punitive, believing that punishment should be swift and harsh, or does he believe people can be redeemed? Does he view some crimes as worse than others? Does he make excuses for himself when he lapses, or does he hold himself to the same standards he does everyone else?

Now, let's change gears and look at someone evil. Duke Farnam is the stereotypical corrupt nobleman. His laws are harsh, his taxes bankrupt families, and he indulges his own whims over and above his duties. But does he still have rules? Does he have things that, corrupt as he is, he still upholds as moral?

The duke may not, for example, bat an eye at stealing. Whether it's from the crown, or from those in his fiefdom, thievery is the cost of doing business. Despite that ugly worldview, though, he still loves his wife, and his children. He makes sure they have the best of everything. He may also feel that other crimes, especially violent crimes, must be punished. So while he might have no personal feelings about forgery, or pick pocketing, highwaymen and bandits are things he will not tolerate. Not because they steal... but because they hurt people. Violence against his subjects won't be condoned because it is his duty to protect them. Or, at least, to protect them against those kinds of threats.

Ask Specific Questions, Get Specific Answers


One habit to unlearn is using your character's alignment as a justification for their morals and actions. "Well, Siegfried is chaotic good, so he believes X," is typically how it's phrased.

Do not pretend you know me.
The key to figuring out your character's moral code is just like figuring out your own; ask how they feel about certain ideas, crimes, and actions. Ask how the character came across those feelings, then incorporate that into their worldview.

For example, ask how does this character feels about lying. Are small lies all right, but not big ones? Is it all right to lie unless you gave your word? Is your promise ironclad, or is it just your way of saying you'll do your best? Now ask those same questions about other issues. Is prostitution wrong? Is slavery? Is killing someone? What makes those actions right or wrong?

This kind of nuanced thinking can reveal aspects of a character you may not have considered before. For example, did your former bandit walk away from his gang because they just started killing people because it was easier than robbing living travelers? Does the holy man with the vow of chastity believe that all sex is wrong, or does he feel that his choice is his own, and he has no say over how other people live their lives? Does the town guardsman let small criminals go in order to catch bigger ones, or does he judge each according to their deeds?

Some of the answers to those questions might feel like they go against the grain of a character's alignment. The chaotic neutral barbarian, for example, might be willing to go to the ends of the earth because he gave his word. The chaotic evil serial killer might rescue a little girl instead of killing her. The assassin has a strict code of ethics that says no women, and no kids when it comes to who he'll target. The career thief will only steal from people who are wealthy or powerful, even though those are the people who can afford good security systems, and elite guards.

People are more complicated than an alignment. So figure out who they are first, and once you have all the nuances, ask which of the nine big boxes they generally fit into.

That's all for this week's Fluff post. I hope some folks enjoyed it, and I look forward to spirited discussions about it. If you want to keep up to date on all my releases, then follow me on Facebook, Tumblr, and Twitter. Lastly, if you want to help support Improved Initiative, head over to The Literary Mercenary's Patreon page to become a patron. Pledge as little as $1 a month to get my everlasting gratitude, as well as a thank you basket filled with sweet swag!

Monday, June 27, 2016

RPGs Don't Require a Morality System

So, as most of my readers know, the major focus of my content on Improved Initiative is Pathfinder. That's partially because it's the game I play the most often, and thus the one I have the most knowledge about. It's also because, as one of the most popular RPGs on the market, it draws a lot more views than when I write about something like World of Darkness, or Call of Cthulhu. However, when I can spare some time (when I'm not running two blogs, writing books, attending conventions, and writing Infobarrel articles) I do like to try and check out new systems. Sometimes it's for work, and sometimes it's for pleasure, but I have noted a repeated problem in several systems that's been giving me barking fits.

If character morality has no mechanical effect in your game, then do not put a spot for it on the character sheet.

We get enough people micromanaging our alignments in real life, thank you very much.

How To Tell When Your Game's Morality System is Useless


Now, before any readers start crowing about how the alignment system (prominently featured in Pathfinder, Dungeons and Dragons, and other games) is a blight on RPGs, I'd like to point out that we're not talking about alignment here. Because, like or or loathe it, alignment has a purpose in games like Pathfinder. Paladins, clerics, inquisitors, and other classes use alignment as a way to gauge how well they're following their teachings and codes, which has a mechanical effect on the game. The same is true of spells, magic items, and traps which react differently to people based on their alignment.

Another candidate for bashing might be the Virtue/Vice system commonly used in White Wolf, but again, that system has a definite purpose in the game. It's meant to refresh your willpower, which can make a huge difference in what your character is capable of achieving. It's an integral part of the game, so it gets a pass as well.

So what are you talking about?
What I'm talking about are games that cling onto vestiges of morality systems, like alignment, but where those systems have no actual impact in a mechanical sense. For example, I recently read through a system that went into 9-point details of personal morality... but then never explained why it was necessary to apply it to your character. Your morality wasn't a test to see whether a god would grant you power, or to figure out whether certain forms of magic would treat you differently. It was a classless system, so your character's morality clearly wasn't to maintain any class features. It served no purpose aside from adding another label to a character during the generation process.

Fewer Labels, More Characterization


If you have a game that doesn't require a morality system (Savage Worlds, Call of Cthulhu, etc.) then a change happens in the character creation process. Rather than picking a morality label, and then asking how this character fits within that label, players instead focus more on the gray areas of who this person they're piloting is. They ask what this character finds morally wrong, and what actions that person thinks are right and proper to take in response. They focus on their history, their knowledge, the places they've been, and the things they've done. Morality emerges as part of the process, but it does so without a label being attached to it that often limits the way a player thinks about right and wrong within the game world.

This can lead to terrible, terrible ideas.
What I am not suggesting is removing parts from your game's engine if those parts have a necessary function. Like them or hate them, many times a morality system is a part of how bigger, more complicated mechanics function. If, however, the parts are purely for looks, or entirely vestigial, then tear them off the same way you would a spoiler on a station wagon. It will smooth out your flow, lead to more thoughtful character creation, and free up a lot of space in the rule book.

Even better, you could fill that vacant space with helpful hints on making better characters. Things like fleshing out your character's family, job experience, their motivations, and all the other things that make them step, fully-formed, into the game world.

As always, thanks for stopping in to check out my Moon Pope Monday update this week. If you'd like to help keep Improved Initiative going, then why not stop by The Literary Mercenary's Patreon page to become a patron today? As little as $1 a month can make a big difference when it comes to getting more content straight to you. Even better, it comes with sweet swag just for being a patron! Lastly, if you haven't followed me on Facebook, Tumblr, and Twitter yet, then what's stopping you?

Tuesday, April 12, 2016

Absolute Good, Absolute Evil, and Alignment in RPGs

There is nothing more guaranteed to start a fight among tabletop gamers than talking about alignment. From paladins to necromancers, rogues to assassins, it seems that everyone has an opinion about the nine alignments used in Pathfinder, and in several editions of Dungeons and Dragons. However, while we can endlessly debate over whether or not raising the dead is inherently evil, or when killing someone is and isn't required, there is a bigger issue behind alignment that we rarely talk about.

Absolute good and absolute evil aren't just theoretical constructs in these games. They are genuine, universal forces.

Absolute is a good word. I'll add that to the contract.

Beyond Simple Morality


Morality, as we all know, is not universal. Morality is a construct that's made up of your past experiences, the values you were taught, the opinions you've formed, the religion you follow, the culture you're inundated by, and a thousand other facets. Two people, even people with similar backgrounds, who are faced with the same situation can have vastly different opinions on what the right thing to do is.

And that's in the real world, where we don't have the capacity to re-shape reality with a thought, and devils don't offer you power in exchange for obedience. In a world with magic and monsters, where the gods and their servants walk the earth and take a visible hand in world events, things can get a lot more complicated quite quickly.

Except for dogs. Dogs have no alignment, and usually no morality.
This is where the ideas of absolute good and absolute evil come into the picture. It is important to remember in any discussion about alignment in games like Dungeons and Dragons, or Pathfinder, that the world isn't one big ball of gray areas like we have in reality. Good and evil are real forces in this world, and there are both beings and places that are wholly made up of those forces. This is a world where angels and demons aren't myths or ideas, but real beings that will likely show up in your adventure at some point.

The implication of that is that there are universal truths when it comes to good and evil. These truths aren't flexible, or subject to personal opinion or cultural translation. In order for there to be absolutes, there must be a scale of good to evil that everyone falls on, and which is determined based on rules applied unilaterally. It also means that in every situation you face there are good answers, and evil answers, and that they could be graded like a fill-in-the-blank test.

As a system for fairness, it leaves a lot to be desired. It's what these games use, though, so we need to make sure we get a handle on it.

Determine What is Good, and What is Evil, in Your World


If you are playing a game that uses the nine alignments, something you should do is sit down with your group, and answer any and all questions they have regarding the nature of absolute good and absolute evil in your world.

For example, which acts are inherently good, or inherently evil? Is murder for hire, a requirement for the assassin prestige class, an inherently evil act? Alternatively, is defending the innocent or weak inherently good, regardless of your motivations behind doing it? Are you concerned only with the actions taken by the characters, or also with the reasons those actions are committed, and the situations in which they were committed?

Do we have rules for that? Tell me there's rules for that!
Most of the time alignment is something that sits in the background, not bothering anyone. But given that there are spells, magic items, and other things that have different effects based on your character's alignment, it's important to think about these things. Not just for clerics and paladins, but for all the characters in the game, PCs and NPCs alike. Because if there is such a thing as pure good and pure evil, then it means there is a scale you can judge someone on, regardless of who they are and where they come from.

However, that doesn't make alignment simpler than morality. It just means that you're trading in the complicated web of morality as a societal and personal construct, for the complex network of how good and evil applies to a game world with varying cultures and a vast, rich history. And you still have to figure out what a culture's values and morals are as a secondary layer over the concept of alignment.

Big weights for your brain to lift.

Alignments Aren't Ironclad... Remember That


Most of this post was meant to address the idea that, if there are such things as absolute good and absolute evil, then there is a scale that exists outside of cultural influence, or personal opinion of right and wrong. That scale is kept purposefully vague, but in order for it to work we all have to agree about the big issues regarding what acts are, or aren't, inherently good or evil throughout the scope of our games.

However, it's equally important to mention that PCs aren't robots with rigidly-defined programming. They're real people (or at least they should feel like real people), which means that alignment is nothing more than a general rating of their personality. You still have to look at who they are, what their life experiences have been, what they value, what they've been taught, and what their own personal morality is.

In short, you have to define your character specifically, so that you know which of the big, general boxes they fit in.

I see you found the neutral evil box. Welcome.
Too often we hold to the idea of a rigid alignment that a PC has to stay within at all times. A single step outside that parameter, and we insist they're no longer playing the proper alignment. However, it's important to remember that alignment is a meta concept, and that it's fluid. It isn't meant to represent every action a character ever takes; it's simply a dipstick you can use to get a general feeling of who they are, and how they're likely to act.

Honor, and keeping your word, are concepts that fall on the lawful side of the coin. However, that doesn't stop a character with barbarian levels from keeping his word, along with his chaotic alignment. Especially if he banks on his promises as a form of social currency. Being flexible and adaptable to changing situations are generally associated with chaotic alignments, but that doesn't preclude a lawful character from being able to rapidly shift gears to meet a changing situation. Oppressing the free will of others is an evil characteristic, but that doesn't preclude an evil baron from being genuinely concerned for the welfare of his vassals within the scope of his own laws and proclamations. People are complicated, and there's no way to say for certain what someone will or won't do. Which is why it's important to think about their morality and personal motivations first, and to ask how those fit into the alignment scheme second.

Alignment can change and shift, often dramatically. But it's not something that typically happens all at once; you need to re-orient your motivations, beliefs, and actions so that you've leaped into another box.

As always, thanks for stopping in to check out this week's Moon Pope Monday update, even if it is Tuesday. Also, if you'd like to help support Improved Initiative, all you have to do is stop by The Literary Mercenary's Patreon page to become a patron today! As little as $1 a month can keep the content flowing, and I now have official swag I'm giving away to new members. Lastly, if you haven't done so yet, why not follow me on Facebook, Tumblr, and Twitter?