Alignment and Experience for D&D
Systems for awarding experience points in RPGs are currently the hot topic for RPG bloggers, so I thought I’d lend my 2 cents to the discussion as well. While some others have advocated a strict adherence to the Gold = XP standard, or a shift to Exploration or Plot Points for XP models, I’m going to suggest something a bit different — Experience points based on a Character’s Alignment.
I’ve previously written about Alignment and Languages for D&D, and this suggestion is based on that system. All characters in the game world are either Lawful, Neutral or Chaotic – with all the Player Characters being either Lawful or Neutral and the DM controlled NPCs being any of the 3 alignments.
Characters are awarded Experience Points (XP) based on their chosen alignment for their Character. Lawful aligned characters receive XP for defeating Chaotic aligned enemies. They receive no XP for defeating Lawful or Neutral enemies, or for collecting treasure. Neutral aligned characters on the other hand receive 1 XP per Gold Piece of treasure that they return with from their adventures. They receive no XP for defeating enemies.
NPCs controlled by the GM can be motivated by many different things. Some will be more inclined to try and defeat enemies, others will seek out treasure, while some will have different motivations entirely. NPCs do not keep track of XP, and the GM can change their level and statistics when it is deemed appropriate.
When Experience Points are awarded (this could be per session, or per adventure) players decide which alignment their character is after the adventure. This is the alignment they receive XP for, and the alignment that the character will be for the next portion of the campaign (either session or adventure). Most players will keep their character acting within their alignment, but some will be more fickle and change their tactics when presented with large piles of treasure, or the discovery of a chaotic menace that requires a hero’s attention.
While players may choose to have their characters change back and forth between Law and Neutrality during a campaign to reflect their changing focus on battling chaos or collecting treasure, they should be aware that some types of classes, spells and magic items work with specific alignments, and that changing a character’s alignment to gain more experience for a particular adventure could have some unexpected consequences.
It’s possible to expand this system further and allow for additional ways for characters to receive XP based on other factors such as race/class. A Lawful Wizard might gain XP for any magic item discovered, while a Neutral Dwarf might still gain XP for defeating Goblin enemies in addition to collecting treasure. The GM may additionally reward players XP for completing plot points for certain alignments (eg. all Lawful characters may gain XP for saving the Princess) or for certain classes (eg. all Clerics gain XP for making a pilgrimage to a remote shrine). Some exploration type awards may be independent of alignment, class and race entirely (eg. First visit to Gondor / Greyhawk / Waterdeep).
I like the idea of giving players more control over how they seek out Experience Points in the game, and really like making the game mechanics like Alignment more organically reflect how the players are playing their characters.

















Very interesting. I don’t think I’d make it as complicated as you start to get towards the end, plot points and so on, but for a game where alignment was a big deal and a number of spells depended on it, this looks like a really elegant way to decide what alignment characters ought to be.
I’d also be tempted to drop the “chaotic = bad guy only” thing and float the temptation for players swap their alignments to chaotic — say, if they kill someone who’s lawful but an enemy in a least-worst-alternative kind of deal, and then they have the opportunity to get a little more out of it, if they’re willing to show up as Chaotic on people’s alignment sensors for a while.
It really depends on the style of game and how you view alignments whether you let players have Chaotic PCs. From the previous article I defined Chaotics as “black hats” and “kill someone who’s lawful but an enemy in a least-worst-alternative kind of deal” would still be Neutral (or maybe even Lawful depending on the specifics).
I agree with you about not wanting it to get too complex… but I’ve recently started warming up to the idea of adventure path / 80s style modules over the 70s style sand-box. It depends on the players you have in your group, and I think some of the guys from past games and the ones I’m likely to get at my next game night will respond a lot better to solid plot hooks than just a well stocked sandbox.
Oh, yeah — in a really strongly drawn, Chaos = the forces of evil kind of game, that wouldn’t work at all. But that’s what I like about the idea, you can extend it in different ways by changing how you handle alignment. Right tools, right job, and all that.
And I’ve been backing off of the “pure” sandbox model myself, after experimenting with it some in play and finding that players really do need some direction, but I don’t think you need to go all the way over to adventure path to get that direction. Though I’ll certainly credit that there are some players who’d be happier with an adventure path than with something more sandbox-y.
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