Thursday, March 25, 2010

Getting in Alignment

Quite a lot has been written on the internet and in print about alignment. I'm not particularly interested in wading in to one of those "why or why not" debates here--I don't think there's a definitive answer to "how it works" or "what it means." Still, in my current game I wanted to work with the elements that (to me) seemed quintessentially D&D (particularly quintessentially AD&D) and alignment was one of those. I also wanted a game world that to some degree "rationalized" those quintessential elements. In other words, I didn't want some of the situations that alignment can engender that work against the "feel" of the inspirations found in my personal Appendix N.

To that end, I set out my basic parameters. Alignment is a real, fundamental force in the multiverse. It is tied up in the cosmology of the Great Wheel of Existence. Gods and Ascended beings are fair "strongly aligned" to these planes and their intrinsic alignment forces, but regular mortals don't really have alignment per se.

I really like what Professor Barker has to say in The Tekumel Source Book: "The Gods express not so much human objectives as their own viewpoints of existence and the eventual destiny of the cosmos."

In other words, alignment isn't about human ethics, but instead about teams in a cosmic game. You choose a god of a particular alignment, you choose a side--but you get to choose how fervently you support your team. This allows a human world with shades of gray rather than absolutes, which not only looks more like the "real world," but more importantly looks like the worlds of Conan, Fafhrd & Gray Mouser, Kane, and most of the other pulp fantasy icons. This also explains how, for the most part, human societies can exist with a mixture of servants of different alignments side by side without constant holy war.

That all works, but AD&D has some beings which are more pro- or anti-social that others. Demons and devils are mostly antagonists for players--even evil ones. I think that the alignments are tangentially related to certain human moral or ethical concerns, even if that's not their primary focus. My conception of what those concerns are was influenced by a comment on a blog I read a couple of years ago, which I haven't been able to relocate, and so I can't properly credit. The unknown commenter mentioned the Moral Foundations Theory as a good model for what alignments "mean"--but didn't elaborate. A visit to Jonathan Haidt's website on Moral Foundations Theory made me think the commenter had a point.

In brief, the theory breaks human morality into five universal themes/concerns (and they're looking at a sixth). These are:
  1. Harm/Care - underlies virtues of kindness, and nuturance.
  2. Fairness/Reciprocity - underlies the virtue of justice, among others.
  3. Ingroup/Loyalty - underlies patriotism, among other virtues.
  4. Authority/Respect - underlies deference to authority, and respect for tradition.
  5. Purity/Sanctity - underlies the ideals of avoidance of physical and mental contamination.
 So, in no doubt an application of the theory its proponents never though of, these traits can be mapped to the orthogonal dualities of the AD&D alignment system. Good is concerned with Harm/Care, Fairness/Reciprocity, and Ingroup/Loyalty, while Evil is cruel, injustice, and sociopathic. Law is concerned with Authority/Respect and Purity/Sanctity, while Chaos is anti-authority, and profane. Neutral on either axis would be "no opinion" on the issue in question.

 Not that these values are what the alignments "mean" or completely represent in a cosmic sense, but like the story of the blind men and the elephant, these are the features humans can recognize and grasp.

So that's alignment in my current campaign. For the players it doesn't much influence things, as it isn't something characters "have." But it underlies how the world works, and it's given me some interesting perspectives on the natures of supernatural beings that do have alignments by allowing me to look at them in terms of the five foundations.

Wednesday, March 24, 2010

So Far So Good

I just recently got a Kindle, and I'm eager to try out my first ebook. First, though I want to get through my stack of already purchased physical books. Which might take a little while.

I'm happy to report, though, that so far this year I've read several good books in the fantasy genre. Here they are, in the order I read them:

The Sad Tale of the Brothers Grossbart by Jesse Bullington. This is the only singleton fantasy of my reads so far this year, which is a testament of the difficulty in finding such an elusive beast. Bullington's is a picaresque historical fantasy about two dimwitted, and thoroughly reprehensible graverobber brothers who manage to defeat a number of demons. There's a bit of horror here, a generous portion of humor (a lot of it dark), and quite a bit of violence.  There are a lot of great incidents, though my favorite would come down to the surreal horror (and humor) of the appearance of a naked, possessed man astride a demonic pig, and the ironic, knife-twist of the witch's grim fairy tale.

Red Seas Under Red Skies by Scott Lynch. The second in his Gentlemen Bastards series. I didn't want to like the first book in this series, party because I find skepticism about a lot of recent fantasy a good hedge against disappoint, and partly because the title bugged me with its alliterativeness (The Lies of Locke Lamora)--its just a thing I have--but against my will, I liked it quite a bit. This one again has confidence men in a fantasy stand-in for medieval Italy going after a big score, but it also has pirates. A lot of nice, light-but-flavorful wordbuilding, clever dialogue, and intricate capers.

The Blade Itself  by Joe Abercrombie. The first novel in the First Law Trilogy. It reminds me a little bit of the work of David Gemmell--and that's good. Abercrombie's got grittiness, political intrigue, and an eclectic group of flawed characters gathered by a wizard to save the world. And cannibals. Or more precisely, people who gain magical power by cannibalism. I'm looking forward to Book Two.

Warlord Wednesday: Home is a Four-Letter Word

Let's enter the lost world with another installment of my issue by issue examination of DC Comic's Warlord, the earlier installments of which can be found here...

"Home Is A Four-Letter Word"
Warlord (vol. 1) #6 (April-May 1977)

Written and Illustrated by Mike Grell

Synopsis: In a campsite at Machu Picchu, a figure emerges from the darkness. Travis Morgan, stunned and bleeding, staggers into a tent, catching a beautiful, red-headed woman half-undressed. She's only surprised for a moment before snatching up a rifle. Morgan identifies himself as "a traveler" before passing out.

When he awakens, he finds himself surrounded by a group of people who already know his name (thanks to his dog-tags), and identify themselves as archaeologists investigating the Inca ruins under the auspices of the UN. The leader is Professor Lakely. The woman whose tent he crashed is Mariah Romanova from the University of Moscow. Morgan tells the archaeologists his strange story, and in turn, they reveal to him a startling fact. The year is 1977--he's been in Skartaris eight years!

The archaeologists are understandably somewhat incredulous of Morgan's story, but admit it might explain some of their recent findings. They want to show him a structure they've found that predates the Inca by 10,000 years. Morgan to apologize to Mariah for the previous night, but they wind up getting into a political argument--the capitalist warrior versus the communist scientist.

Arriving at the newly discovered chamber, Lakely explains that he believes the Inca to be descendants of the Atlanteans. Morgan proves his theory by translating some of the hieroglyphics around a giant bas-relief of a feline humanoid. The writing reveals the chamber to be the tomb of a demon, Tikal, blinded and imprisoned for sacrilege against the sun god. It also warns of curse on those who open the tomb, but the archaeologists don't heed it. The crypt is broken open, revealing a statue of the cat demon.

At that moment, a helicopter arrives above. The archaeologists explain that they radioed the Air Force last night when they found Morgan's dog-tags. Morgan's concerned, and takes a look at the helicopter--which isn't USAF, but instead belongs to "the Company." Mariah doesn't understand Morgan's worry, so Morgan explains that his government won't believe his story about Skartaris and will assume his 8 year absence means he's gone over to the Soviets. Further conversation is cut short by the arrival of an agent with a automatic rifle.

Lakely tries to intercede, and gets a back-hand for his trouble. That triggers a rage in Morgan who throttles the first agent, and lays into his companions. During the melee, no one notices the eyes of the cat-demon statue come to life as they're struck by the rays of the sinking sun. They do take notice when it springs into an attack against the Company men. Bullets prove useless, and after dispatching the agents it turns to the archaeologists--but is stopped when Morgan deprives its eyes of sunlight. Again becoming lifeless, it topples to the ground and shatters.

With the government after him, Morgan has even more reason to return to Skartaris. He suggests to Mariah that her nationality is going to lead to more trouble as well, if she stays. He suggests she return with him--offering an archaeologist's dream. Mariah accepts, and the two are soon headed back to the inner earth via the Atlantean sub-shuttle. Meanwhile, the leader of the agents awakens and demands to know where Morgan is, but the Professor's enigmatic answer doesn't satisfy.

In Skartaris, Morgan and Mariah exit the shuttle. Tara is no where to be found. Morgan doesn't understand where she would have gone; he's only been gone a day. He's even more confused when he sees his helmet where he left it--but covered in cobwebs.

Things to Notice:
  • This issue takes place on April 15-16, 1977--around its publication date. Morgan has been in Skartaris 8 years.
  • Morgan dates himself--he was born in 1926.
  • Given everyone's state of dress (or undress) it must be an unseasonable warm April night at 7970 ft.
  • So much for covert. The CIA helicopter has a prominently displayed "Air America" logo.
  • The issue contains two Peter Pan references--Morgan calls Skartaris "Never Never Land," and Lakely quotes from the Disney animated film.
Where It Comes From:
In the introduction to Warlord: The Savage Empire Grell relates Mariah first name came from the song "They Call the Wind Maria" from the 1951 musical Paint Your Wagon, and the 1969 film adaptation with Lee Marvin and Clint Eastwood. Her surname is the feminine form of the of the name of the last imperial dynasty of Russia which ruled from 1613 until the revolution in 1917.

We get two Atlantean supernatural beings named this issue. The name Tikal comes from the name given to the site of an ancient Mayan city in Guatemala. The name of the Atlantean sun god, Ra, is the same as the ancient Egyptian sun god.

Air America, owners of the helicopter in the issue, was a cargo and passenger airline secretly owned and operated by the CIA.  It was involved in providing support for covert operations during the Vietnam War.

Lakely's quote--"second star to the right, straight on till morning"--comes from Peter Pan. This is Peter's explanation to Wendy and her brothers about how they'll to get to Neverland. The word "star" doesn't appear in the line in J.M. Barrie's original novel or stage play, however.  It was added in the 1953 Disney film version.

The underground sub-shuttle seen again this issue bears a resemble to the like-named subshuttle in the Gene Roddenberry created TV movie, Genesis II (1973):