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The canonical system derived from Dungeons & Dragons creates a two-dimensional grid, one of which measures a "moral" continuum between good and evil, and the other "ethical" between law and chaos. Those characters that fall on one of the extremes are "good" or "evil", "lawful" or "chaotic"; in addition, there is a middle ground of "neutrality" on both axesAxis has several uses: In mathematics, an axis is a straight line around which a geometric figure can be rotated. An axis of symmetry is a line with respect to which a body can be symmetrical. The term is also applied for the axis of a graph; the horizont, describing characters that are indifferent or conflicted about good or evil, law or chaos. By combining the two axes, any given characterA fictional character is any person who appears in a work of fiction. More accurately, a fictional character is the person or conscious entity we imagine to exist within the world of such a work. In addition to people, characters can be aliens, animals, g has one of nine possible alignments:
| Chaotic Neutral | ||
The first edition of Advanced Dungeons & Dragons suggested that Lawful Good was the "best" alignment and Chaotic Evil the "worst". Later editions moved away from this perspective, but continue to discourage player characters of the three evil alignments.
Certain character classA character class represents a character's archetype and career in many role-playing games. Usually, players choose their class when they create their character and may not completely part from that class during the life of that character. Dungeons & Drages are restricted in the sorts of alignment they can take. A paladinRoland pledges his fealty to Charlemagne; from a manuscript of a chanson de geste''. For other uses of Paladin see Paladin (disambiguation). A paladin is the prototypical " knight in shining armour," a hero of sterling character and courage, who rights wr traditionally must be of Lawful Good alignment; thievesA thief is someone or something that performs theft a crime against property. The word is used in related senses, such as: Thief (computer game) Thief (arcade game) Thief (movie), a 1981 film thief (character class), a common role-playing game character c are seldom lawful in alignment. ClericA cleric is: A member of the clergy of a religion, especially one that has trained or ordained priests, preachers, or other religious professionals; or A member of a character class in Dungeons & Dragons and similar fantasy role-playing games. As Clergy Ts and other priestA priest or priestess is a holy man or woman who takes an officiating role in worship of any religion, with the distinguishing characteristic of offering sacrifices. Priests have been known since the earliest times and in the simplest societies (see shamas must typically uphold the alignments favoured by their deitiesThis article is about deities or gods from a non-montheistic perspective. See God for information about the monotheistic entity. A postulated supernatural entity, a deity (from Latin, deus "god"), or a god is usually, but not always, of significant power,. Druids must be wholly or partially neutral in their allegiances. These restrictions have been somewhat relaxed in the third edition of the Dungeons & Dragons game, although a Dungeon Master may penalize a player character who acts in marked variance from his declared alignment or may shift the character's alignment to match his actual behaviour.
The Dungeons & Dragons alignment system is largely derived from the cosmology imagined by science fiction writer Michael Moorcock. This is especially evident in the original Dungeons & Dragons game, in which "lawful", "neutral" and "chaotic" were the only three alignments available, with "lawful" including characteristics ascribed to "good" and "chaotic" those ascribed to "evil". The Advanced Dungeons & Dragons game revised the alignment system into the biaxial system that is currently used.
Most gaming systems eschew the concept of alignment, though a few (especially those games directly derived from D&D, such as a number of MUDs) use similar or identical systems. Palladium , for example, uses a system where alignments are "Good", "Selfish", or "Evil", each subdivided into several more descriptive subcategories. Many gamers feel that alignment rules force that system's particular point of view or philosophy on the players and characters alike, and many criticise the system's essential simplicity in dealing with complex moral and ethical issues. Some games use other systems for determining character morality. For example, the characters in White Wolf's Storyteller games have "Nature" and "Demeanor" characteristics that describe how the character really is and how they behave superfically. Furthermore, characters in White Wolf's have a "Humanity" trait ranging from 0 to 10, with the average person having a Humanity score of 7. Also, DC Heroes from Mayfair Games (now known as MEGS, Mayfair's Exponential Gaming System ) used the characteristic "Motivation" to describe a character's ethical behavior. They were selected from a list divided into "Heroic" (Upholding the Good, Responsibility of Power, Seeking Justice, Thrill of Adventure, and Unwanted Power) and "Villainous" (Mercenary, Thrill Seeker, Psychopath, Power Lust, and Nihilist). In the MEGS licensed game Blood of Heroes by Pulsar Games , a set of "Anti-Heroic" variations on some of the Heroic and Villainous motivations were presented, allowing characters to exist in moral and ethical gray areas.
Many Dungeon Masters allow characters to be of an alignment falling between one of the traditional nine alignments; for instance, a character could be neutral good / lawful good, meaning that he is primarily neutral good but has lawful tendencies. Indeed, this system was supported canonically in Advanced Dungeons & Dragons First Edition, particularly in alignments of the Outer Planes as depicted in the Manual of the Planes; for example, neutral good / lawful good is the alignment of the plane of Bytopia. These Dungeon Masters treat alignment as a two-dimensional plane rather than a grid, allowing for an essentially limitless range of alignments.