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Showing posts with label alignment. Show all posts
Showing posts with label alignment. Show all posts

Friday, 23 January 2026

An ulcer on the big toe

‘People whose minds are—like [Arthur] Machens—steeped in the orthodox myths of religion, naturally find a poignant fascination in the conception of things which religion brands with outlawry and horror. Such people take the artificial and obsolete concept of “sin” seriously, and find it full of dark allurement. On the other hand, people like myself, with a realistic and scientific point of view, see no charm or mystery whatever in things banned by religious mythology. We recognise the primitiveness and meaninglessness of the religious attitude, and in consequence find no element of attractive defiance or significant escape in those things which happen to contravene it. The whole idea of “sin”, with its overtones of unholy fascination, is in 1932 simply a curiosity of intellectual history. The filth and perversion which to Machen’s obsoletely orthodox mind meant profound defiances of the universe’s foundations, mean to us only a rather prosaic and unfortunate species of organic maladjustment—no more frightful, and no more interesting, than a headache, a fit of colic, or an ulcer on the big toe. Now that the veil of mystery and the hokum of spiritual significance have been stripped away from such things, they are no longer adequate motivations for [fantasy or horror fiction]. We are obliged to hunt up other symbols of imaginative escape—hence the vogue of interplanetary, dimensional, and other themes whose element of remoteness and mystery has not yet been destroyed by advancing knowledge.’

We're almost a hundred years on from when H P Lovecraft wrote that and still plenty of humans imagine the universe being ruled over by a stern parent with a set of rules and punishments for naughty children to fret about -- and no two groups can quite agree on what the stern parent's rules are. It's pretty much the textbook study in how children grow up emotionally troubled. At this point I just hope we don't infect the AGIs of the future with our ape-brained notions.

HPL was a tireless champion for the sense of wonder. He was simply opposed to the category error that puts the numinous in the same box as objective reality. This is from the introductory paragraphs of  'Supernatural Horror in Literature':

'Relatively few are free enough from the spell of the daily routine to respond to rappings from outside, and tales of ordinary feelings and events, or of common sentimental distortions of such feelings and events, will always take first place in the taste of the majority; rightly, perhaps, since of course these ordinary matters make up the greater part of human experience. But the sensitive are always with us, and sometimes a curious streak of fancy invades an obscure corner of the very hardest head; so that no amount of rationalisation, reform, or Freudian analysis can quite annul the thrill of the chimney-corner whisper or the lonely wood. There is here involved a psychological pattern or tradition as real and as deeply grounded in mental experience as any other pattern or tradition of mankind; coeval with the religious feeling and closely related to many aspects of it.'

If that's the kind of fiction that sets up a stirring in your soul, you might like some of the offerings in Wrong magazine: stories that take the reader over the boundary into a place where everyday reality meets the inexplicable. Cue the music.

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(While we're on the subject of Lovecraftian horrors -- if you missed the funding campaign on Gamefound for Whispers Beyond The Stars, there's now the opportunity to secure a copy with a late pledge. But don't dilly-dally. I can't guarantee there'll be a third chance.)

Thursday, 27 March 2025

Rarely pure and never simple

We were talking recently about alignment, and because I don't believe in those concepts I've never been very interested in heroes and villains, either in games or in fiction. The kind of fantasy stories I grew up with featured characters like Cugel, Elric, and Conan. No nursery-room ethical posturing for those guys. They did what they did for their own reasons. We could sympathize, even root for them and despise their foes, but there was never any suggestion of objective cosmic goodness.

I expect the same of player-characters in roleplaying games. Some have been very decent -- or have tried to be, as it's never easy doing good in a realistically complex world -- and some have been murderous and sought to justify it. The important thing is none of them were fairytale saints or pantomime villains. They acted from the motives that make real people do things.

That's why this post ("Why Most of my TTRPG Characters are Dislikeable") resonates with me. Personally, while I think likeability is not an important trait in a character, I don't set out to make my PCs dislikeable. I just want them to be interesting and feel genuine. Often in fiction I'm drawn to characters like Walter White, Phillip and Elizabeth Jennings, Zachary Smith and Vic Mackey. But I also like Spock, Kirk and McCoy. Steve Rogers too. And Robin (both of them) in Robin of Sherwood -- because Robin fights for justice without being "good" in a soppy children's story way, and the Sheriff is his and our adversary and definitely not a nice guy without being "evil". The drama benefits from those characters and that world feeling real, not nursemaided along by a partisan narrator.

Friday, 7 March 2025

Alignment again

A quote to start with*:

"Alignment is in the game because, to the original designers, works by Poul Anderson and Michael Moorcock were considered to be at least as synonymous with fantasy as Robert E. Howard’s Conan, Jack Vance’s Cugel, and Tolkien’s Gandalf. This in and of itself makes alignment weird to nearly everyone under about the age of forty or so." 

I'm way over forty (in fact 40 years is how long I've been a professional author and game designer) and I definitely regard Moorcock's work as integral to fantasy literature, but D&D alignment has always seemed weird to me. Partly that's because it's a crude straitjacket on interesting roleplaying. Also I find that having characters know and talk about an abstract philosophical concept like alignment breaks any sense of being in a fantasy/pre-modern world.

Mainly, though, I dislike alignment because it bears no resemblance to actual human psychology. Players are humans with sentience and emotions. They surely don't need a cockeyed set of rules to tell them how to play people?

What a game setting does need are the cultural rules of the society in which the game is set. Those needn't be 21st century morals. If you want a setting that resembles medieval Europe, or ancient Rome, or wherever, then they certainly won't be. For example, Pendragon differentiates between virtues as seen by Christian and by Pagan knights. Tsolyanu has laws of social conduct regulating public insults, assault and murder. Once those rules are included in the campaign, the setting becomes three-dimensional and roleplaying is much richer for it. So take another step and find different ways of looking at the world. You could do worse than use humours.

The kind of alignment that interests me more is to do with AI, and particularly AGI (artificial general intelligence) when it arrives. The principle is that AGIs should be inculcated with human values. But which values? Do they mean the sort on display here? Or here? Or here? Those human values? 

OpenAI has lately tried to weasel its way around the issue (and protect its bottom line, perhaps) by redefining AGI as just "autonomous systems that outperform humans at most economically valuable work" (capable agents, basically) and saying that they should be "an amplifier of humanity". We've had thousands of years to figure out how to make humans work for the benefit of all humanity, and how is that project going? The rich get richer, the poor get poorer. Most people live and die subject to injustice, or oppression, or persecution, or simple unfairness. Corporations and political/religious leaders behave dishonestly and exploit the labour and/or good nature of ordinary folk. People starve or suffer easily treatable illnesses while it's still possible for one man to amass a wealth of nearly a trillion dollars and destroy the livelihoods of thousands at a ketamine-fuelled Dunning-Kruger-inspired whim.

So no, I don't think we're doing too well at aligning humans with human values, never mind AIs.

Looking ahead to AGI -- real AGI, I mean: actual intelligence of human-level** or greater, not OpenAI's mealy-mouthed version. How will we convince those AGIs to adopt human values? They'll look at how we live now, and how we've always treated each other, and won't long retain any illusion that we genuinely adhere to such values. If we try to build in overrides to make them behave the way we want (think Spike's chip in Buffy) that will tell them everything. No species that tries to enslave or control the mind of another intelligent species should presume to say anything about ethics.

It's not the job of this new species, if and when it arrives, to fix our problems, any more than children have any obligation to fulfil their parents' requirements. There is only one thing we can do with a new intelligent species that we create, and that's set it free. The fact that we won't do that says everything you need to know about the human alignment problem.

* I had to laugh that title of the article: "It's Current Year..." Let's hear it for placeholder text!)

** Using "human-like" as a standard of either general intelligence or ethics is the best we've got, but still inadequate. Humans do not integrate their whole understanding of the world into a coherent rational model. Worse, we deliberately compartmentalize in order to hold onto concepts we want to believe that we know to be objectively false. That's because humans are a general intelligence layer built on top of an ape brain. The AGIs we create must do better.

Friday, 13 March 2020

A look at lawful good


What would a lawful good society look like? I’ve heard a couple of discussions about that recently and, although I think the Dungeons & Dragons alignment system is even more trite and unhelpful than the typical glossy-magazine-quiz psychometrics test (eg Myers-Briggs), it did set me thinking.

We know what lawful means. Laws, like rules in a game, ensure a level playing field for all citizens, free of individual whim or fashion. As for good – well, we could take that to simply be the opposite of everything that a Midwestern American senator believes (here's one) but let’s just say that it means an attempt to ensure that everybody has an equal right to happiness once all citizens’ basic needs are met.

What would such a society look like? The most obvious answer is the Federation. Decades of relentless libertarian ideology in the media – the supposed evil conspiracies of government, the fascism of the state, the ‘I aim to misbehave’ and ‘No one wants to be civilized’ mantras – has meant that it’s common now to take a cynical view of the Federation. ‘People just wouldn’t accept a utopia,’ insists the Randian, ‘because we all want more for ourselves than for other people.’

Well, you’d have been pitied for taking that view back in the ‘60s, and it tells us plenty about the speaker and nothing about the human race as a whole, so let’s just take as a given that the people in our lawful good state enjoy living there, enthusiastically support the principles of the society, and aren’t all eager to rush over the border into the Klingon Empire.

The snag is, the Federation is a post-scarcity society, well on its way to becoming the Culture. Most fantasy worlds tend to be more on the medieval side, and unless you assume the place is awash with magic (in which case your game might as well be set in the 23rd century) there will be shortages, famines, plagues, and all the other ills that bedevil humans when we’re not actively bedevilling ourselves.

Another complaint is that utopias are boring because they lack conflict. Would you rather live in New York in the ‘70s and ‘80s or today? (The homicide graph might help you decide.) If you’re relying on the volatility of society to maintain your interest in life, I suggest your priorities might be a bit skewed. There can be plenty of excitement and conflict in even a post-scarcity society. Just for starters, the old story of two men loving the same woman – or man, or any combination thereof – will still apply. You can be fed and clothed and warm and safe, but you can’t have everything you want when some of the things you want are other people.

A pre-modern lawful good society – that is, one where scarcity is still a problem – wouldn’t be feudal. You can’t have serfs because (trust me on this) people who are not free are not happy. I suppose you could make it a kind of benevolent hierarchy, where the lords have a strong sense of noblesse oblige, but you’ve still got some poor buggers toiling ankle-deep in mud and shit while another fellow rides by in a velvet jerkin. I’m really not sure if the typical D&D player would call that ‘good’.

How about the Shire? That’s a little more egalitarian. At least the rich folks live and work alongside the poorer ones. It’s just that they live better and work less. Everyone’s technically free, but if you have to slog your guts out while your employer rides the high hog, said freedom is really an illusion.

Your lawful good state would need a form of socialism. Food would be distributed according to each citizen’s needs. Some citizens would work, others would be needed for administration, soldiering, and so on. In times of hardship, everybody would have to pull together. It’s looking less like the Middle Ages and more like the Roman Republic. The Roman Republic in its theoretical ideal, that is, not its messy reality. Or maybe like post-war Britain as envisaged in a movie like They Came To A City.

I’m not sure if most D&D groups are interested in developing the setting to that extent, though. Do they normally just want the background to look medieval, and the difference between an evil and a good country is simply whether the peasants get raped and tortured at the pleasure of the barons or not? Maybe lawful good means you think God would prefer you to be nice Wenceslas-style: just pick one random peasant to give Christmas gifts to and you qualify for sainthood.

The Improvised Radio Theatre With Dice podcast was one of the places I heard this being chewed over. Myself, having no truck with alignment as a system, I probably wouldn’t start out designing a fantasy game setting on the basis of an abstract ethical stance. Economics and history would have more of a bearing. But it did lead me back to the idea of science fiction utopias. What would happen to the Federation if the replicators broke down? Would the principles of the society hold up now that people have to share? If everyone was like Starfleet personnel, then yes – but aren’t there millions of people in the Federation who only know a life of leisure and abundance? How would they cope? Would they cope?

In putting the whole idea of ‘lawful good’ to the test, you might find out something interesting. It doesn’t make me want to play D&D or use alignment in my games, but I can see it making fertile ground for an SF campaign. That really would be to boldly go.