User blog comment:Screwball86/Another future?/@comment-1297940-20100224130312

http://tvtropes.org/pmwiki/pmwiki.php/Main/CharacterAlignment

TL;DR (thanks TVTropes): * Lawful Good: Basically, they believe Law is Good, and that you do good by upholding the law. The alignment of The Cape, Paladins and suspiciously ideal states. Believes in Truth, Justice, and the (insert country here) Way, but may believe in them a little too much. May also be Lawful Stupid, largely depending on your interpretation of "good". In D&D canon up to the most recent edition, archons, celestials who inhabit the Seven Heavens, are Lawful Good. From a non-D&D more realistic perspective however, LGs are likely altruists who believe in an orderly lifestyle for the benefit of their species. The alignment is also relative (and not in the sense that the PCs are always the good guys).

* Neutral Good: Sweetness and light. Doing good is more important than upholding the law, but the law is pretty important too. Not too caught up in Order Versus Chaos; concerned with moral goodness, but often not willing to enforce it in others. If The Messiah isn't Lawful Good, they're probably Neutral Good. Just think "basically nice person" and you've probably got it. Neutral Good states may be really nice places to live, but depending on how idealistic the setting is, they may be deluding themselves. The guardinal celestials of D&D, beastlike creatures who inhabit Elysium, are Neutral Good.

* Chaotic Good: Rebels and free spirits, but all around nice people. When they're doing good, they would rather do it without getting pushed around by authority. Or they may be outright Well Intentioned Extremists who believe too much order is bad for everyone. Whatever their stance is, they act on their ideals before they let laws get in the way, and sometimes they dare the laws to get in the way. Whether they're portrayed as Big Damn Heroes, too damn idealistic, or just a damn problem depends on the views of the author, and ultimately the readers. In 3rd edition, the eladrins, elflike celestials from Arborea, are Chaotic Good. It should also be noted that CGs value individual merit over the 'greater good' but aren't willing themselves to amoral action to see that through.

* Lawful Neutral: The rule-abiding sort. Law and order is more important than whether you're good or evil. Believes in keeping order, though not necessarily in Justice as a universal constant (though they may - this can get complicated). Probably a better alignment for the Knight Templar than Lawful Good (or Lawful Evil, depending on how degrading), and one of the natural alignments of Police States. They'll arrest a robber or rapist, but may also kick a poor family out of their home for failing to pay rent. May also believe in a Cosmic Order that transcends laws - many monks are Lawful Neutral. Just as often the bad guys as the good guys in an Order Versus Chaos situation. Modrons, D&D beings of geometrically perfect precision and order who inhabit the plane of Mechanus, are Lawful Neutral. Mercenaries who obey their contracts without question, and take either side of the moral spectrum, are Lawful Neutral. The Stoic can make a good lawful neutral.

* True Neutral: Sometimes known as just Neutral, or even Neutral Neutral. Comes in two flavors: Keeping the Balance and Just Doesn't Care. Druids are canonically the former sort, on the same side as the animals. The balance-happy sort may sometimes be characters just too dumb to know the difference, but may also be a Wild Card. It's not uncommon to see True Neutral monks, for instance; not to mention ordinary folks who just want to be left alone. Most Punch Clock Villains fit under this alignment. Your average citizen of Libria (in Equilibrium) is an example of the "Just Doesn't Care" version of neutrality, without necessarily being stupid - the government would probably be Lawful Evil. Druids in D&D were required to be True Neutral until the 3rd Edition of the game, and even then had to maintain "some of nature's neutrality". Mordenkainen, from the Dungeons And Dragons Greyhawk setting, a very powerful wizard who actively tries to keep any major power from getting the upper hand, is an example of the "Balance Keeping" version. Animals, meanwhile, are considered to lack any sort of moral capacity; since moral judgements can't be placed on them, they are canonically true neutral in Dungeons And Dragons. Rilmani, metallic-skinned humanoids from the Outlands, are the True Neutral archetype, maintining the balance between all the other planes. If True Neutrals include the kind with a head for things, then they most likely typically do not care for idealist virtues and/or politics. Intelligent true neutrals are quite logical in how they go about things, including morals. Employers fire and hire employees in equal measure, etc.

* Chaotic Neutral: The ultimate free spirits, or just lunatics? It can go either way. Chaotic Neutral characters are all about freedom, and don't care so much about morality. Sometimes they're just amoral nutjobs, and sometimes they're generally good people with a wild streak that sometimes leads them into bad things. Often used by players in Tabletop Games to excuse doing anything they feel like (in the case of a Game Master who disables evil alignments - see Neutral Evil, below), and often prohibited by the sort of Game Master who also prohibits outright evil characters. Like Lawful Neutral, however, how "good" they ultimately end up seeming depends on which side of Order Versus Chaos the plot tends toward. The toadlike slaad, inhabitants of Limbo, are Chaotic Neutral. Also, Chaotic Neutrals can, in fact, have some degree of care for morality however they are more flexible in their moral algorithms, willing to risk more to accomplish whatever they believe is 'right' - under this interpretation, V from V for Vendetta is Chaotic Neutral.

* Lawful Evil: The most competent evil. The kind of Evil that winds up in charge. Can be a lot like Lawful Neutral, but nastier. Well-structured, large-scale and often scarily successful evil. May believe in keeping order at all costs, or may simply believe that a well-ordered system is so much easier to exploit. Whether an Obstructive Bureaucrat is Lawful Evil or Lawful Neutral is basically a function of whether he enjoys what he's doing (see above example of kicking the family out of the house.) If God Is Evil, he's almost always Lawful Evil. On the "bright" side, the Worthy Opponent and Noble Demon are often Lawful Evil (if they're evil at all), as they tend to develop a "Code of Honor" to guide their actions, and can in fact be dependable allies in an Enemy Mine situation where other alignments might fizzle out. In circumstances where you are not a threat to their intentions, Lawful Evil might well be the "lesser of the three evils". BBEGs in general tend towards Lawful Evil - mostly since they plan to construct their very own empire that you'd better fall in line with - as do many Magnificent Bastards. A mercenary who always keeps his contract (good or evil), but enjoys a job where he gets to hurt people, is Lawful Evil and more likely to end up working for the bad guys. The baatezu (devils) of D&D rule the plane of Baator with a Lawful Evil fist, and some of of these were originally Knight Templar angels. As a good reference point, O'brien from 1984 would be Lawful Evil.

* Neutral Evil: Sometimes known as the Asshole Alignment. The Neutral Evil Alignment can be even more dangerous than the Chaotic Evil Alignment - simply because you can't be sure of which way they'll swing in the end. Neutral Evil characters are primarily in it for themselves, because while they are usually villains, they can also swing to the good guy's side, like the Magnificent Bastard they really are. They may also just happen to be on the Good Guy's Team because it's better for them at the moment. Why are they so bad? It could be that Evil Tastes Good or maybe Evil Feels Good. Could be that they've given in to The Dark Side. They could be part of the Religion Of Evil. They could just be, you know, sociopaths. They could take looking out for number one to ridiculous extremes. Or it could be for no readily apparent reason whatsoever. Whatever it is, these characters are essentially the embodiment of malice - if they get a Start Of Darkness, expect it to make you like them less. In Dungeons And Dragons, characters who are selfish above all else are Neutral Evil by default. Expect any Neutral Evil state to be Mordor, and a Neutral Evil city the Wretched Hive. The double-dealing, backstabbing, gleefully evil and mercenary fiends called yugoloths, living in the Bleak Eternity of Gehenna, are D&D's archetypal Neutral Evil beings.

* Chaotic Evil: The Religion Of Evil is more likely to be Chaotic Evil than Neutral Evil, and these characters are basically a force for wanton destruction, often without the slightest concern for themselves. It shouldn't be hard to work out how this can slide right into Chaotic Stupid. How is this different from Neutral Evil? There are a lot of arguments about this, but it basically boils down to how proactive they are. A Neutral Evil character may slaughter a village because it's in his way, but a Chaotic Evil one will slaughter it because he's passing through. Ends and means are another common distinction. Played more subtly when out of Chaotic Stupid waters, but generally with an undercurrent of madness (sometimes just below the surface). The canonical alignment of tanar'ri (demons), beings who were created in and by an endless semisentient Abyss that itself is dedicated to entropy, in Dungeons And Dragons. Contrary to popular belief (and what the SRD actually says), they can be capable of organisation. Not uncommonly, some of these kinds of characters care so little about how they slaughter innocents that they may just even join up with the hero's team as an excuse to hurt people who get in their way.