Alignment, the short version:


  • Good - Willing to sacrifice personal gain for the greater good
  • Neutral - Personal sacrifice only for personal gain
  • Evil - Willing (and usually eager) to sacrifice others for personal gain


  • Lawful - Hold yourself to an externally-defined code of behavior
  • Neutral - Unconcerned by externally-defined codes of behavior
  • Chaotic - Attempts to breakdown externally-defined social mores.

These are definitions of player motivations, not actions.  While all of this is up to GM interpretation for how it works (or doesn’t) in their games, to me alignment is about guiding Role Play, not predetermining it.  A character doesn’t “break” alignment for choosing door A instead of door B.  Alignment changes are a result of that character no longer viewing the world through the above lens