Thursday 8 February 2024

Mike Mearls, Moral Philosopher

I recently came across this video on t'internet. In it, Mike Mearls does his best to look very serious and thoughtful while he talks about alignment. But what he has to say is not only devoid of anything resembling insight; it tells us a great deal about some particular problems that lie at the heart of modern D&D as I see it:


The crucial section of the video comes in at the 2:30 mark. In it, Mearls advances what we might call the Raistlin-from-Dragonlance Gambit. Here, I paraphrase slightly:

'In the vastness of the D&D cosmos there isn't one right answer...the way I like to think of it is this: what if Mount Celestia, the forces of law and good, just conquered the entire cosmos. Well, they're lawful and good, they'd expect everybody to be lawful and good. So the chaotic good people would be the last ones into the prison. That's kind of how I think of it. Any alignment that gets out of hand would start doing things that the other alignments would see as awful.'

Mearls has a look about him - one might even call it an aesthetic - that seems carefully cultivated: part hobbit, part nerd, part college professor, part scientist. And he speaks eloquently. If one were 14 years old, one might indeed take his ideas to be worthy of attention. But the vision of moral reality he here advances is, I hope it goes without saying, rather silly. It suggests that all of the different D&D alignments are just, in essence, differences of opinion. And therefore what matters is not one of them winning or losing the cosmic conflict, but that they are all kept in reasonable balance

We find this notion appealing in some sense, because, being inhabitants (largely) of democratic polities where it is recognised within reason that a plurality of viewpoints and ways of life need to co-exist peacefully, we feel as though indeed it would be bad if one viewpoint or way of life was forced upon literally everybody. And this idea has been bleeding into D&D for a long time: I think Planescape, with its factions and its eternal struggle between infinite planes defined by philosophy as much as geography, was probably the apogee of this strange conflation of real world politics and fantasy world cosmology.

But you just have to think about it for 10 seconds to realise how silly this idea is when transposed into a fantasy setting: real-world political differences arise because different people have different ideas about what is best - in other words, because everybody thinks themselves to be basically lawful and good. Our differences are therefore between competing conceptions of the lawful and the good. They aren't differences between people who are actually good and people who are actually evil (despite what much of modern political discourse, as shrill and perpetually outraged as it is, would have you believe). 

The alignments-as-differences-of-opinion model which Mearls advances, in other words, is not really an alignment system. It's a political system. Nothing wrong of course with a fantasy political system - designing such a thing is an interesting experiment of the imagination. But it's different to an alignment system, which is predicated on the actual existence of good, evil, law and chaos.

The Mearlsian way of thinking infects a lot of modern fantasy (Mearls keeps citing Game of Thrones as his exemplar, and he is right to do so). No doubt this is because modernity is increasingly defined by a rejection of the idea that there are such things as good and evil (let alone law and chaos), even if we unconsciously still hold quite closely to their existence (just witness the debate on both sides of any issue concerning deeply held convictions, such as abortion or euthenasia, if you need evidence of this). But it is not a remotely satisfying or inspiring way to concieve of an actual cosmic conflict. 

The inspiring way to imagine cosmic conflict is that it matters: that it is winner-takes-all. And the only way to sensibly understand that is on the basis that there is in fact such a thing as law and such a thing as chaos, and/or such a thing as good and such a thing as evil, and that they represent not differences of opinion but irreconcilable and antagonistic oppositions between competing approaches to reality. Chaos is the hatred of law and vice versa; evil is the hatred of good. And it matters deeply which side wins, because existence itself is at stake in that question. It is not that the final victory of lawful good would be that everybody has to be lawful good or be sent to prison. It is that without law and good, chaos and evil will triumph, and that will mean the complete destruction of anything and everything that is founded in law and goodness: love, family life, commerce, cooperation, friendship, and all the rest. That is what I think a truly inspiring descripion of cosmic alignment conflict would really require - not balance, but eternal, tooth-and-nail struggle. 

This is why in recent years I return again and again to the position that D&D somewhere took a deeply unattractive turn in its 'humanisation' of orcs. The result of this was the reduction of the distinction between alignments to what is basically now an aesthetic choice: my character is a bit zany and hippyish so he is chaotic good; mine is selfish so he is neutral evil; mine is sadistic and nasty so he's chaotic evil; mine is a pedant and a stickler for rules so he's lawful netural; and so on. This is a recipe for blandness (although since this. of course is what 5th edition seems to be all about, perhaps that is the point). A reality defined by the existence of actual cosmic conflict is a thousand times more interesting. But to describe and embrace it as the 'proper' way to think of alignment you would have to accept that the aesthetic choices of some players ('But I really want to be an orc!') would have to be overridden.

The only really sensible approach, I think, if you want a relativistic universe, is not to have an alignment system at all - a perfectly justifiable proposition, and far superior to the unsatisfactory half-way house that we have arrived at. Either make alignments matter, or don't - and if they don't, do away with them entirely.

63 comments:

  1. It was YouGov, I think, that did a poll asking about AD&D alignment and real cultural preferences. There was no evil. Chaos means illegal drug abuse. Lawfuls are child beaters.

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    1. Interesting! Of course, the moment drugs become legalised, the chaotic will become lawful on this basis. One remembers Hannah Arendt's old line about the revolutionary becoming reactionary the day after the revolution.

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  2. > It is that without law and good, chaos and evil will triumph, and that will mean the complete destruction of anything and everything that is founded in law and goodness: love, family life, commerce, cooperation, friendship, and all the rest.

    Now I'm thinking what wold be destroyed if law/good did win the battle of the cosmos? What would be lost? What would we miss?

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    1. First and foremost we would miss frontiers. The edges of empire, the untamed lands, the natural habitat of the adventurer. In perfected law, the borderlands have long been settled. No murder hobos, no mercenaries, no selfish glory seeking - wich was tinged with at least a vague smidgen of evil to begin with, at least innasmuch a perfectly good being would not kill for money, even to correct a wrongdoing, nor would consider bettering his deal, since one's fate is a determinisc immanency of the Perfect State (would perfect law go for anything less than The Ultimate Government?). No Conan the Barbarian. No Gray Mouser. The peasant's children grow up to be pure chaste monks and nuns, or content sheepherds, or fulfilled orthodontists. Blissfull sleepiness to those inclined to appreciate lawful goodness as they reach their Hobsbawmnian End of History. Hell on earth to anyone else as in a way The Death of Want bring The Death of Hope. But no adventurers any more. Until chaos or evil kicks the base of the column at least a little and the cycle of strife restarts.

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    2. Yeah, it would be a world without tragedy - a world of kitsch?

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    3. I don't think this is necessarily true - Kojève makes for good inspiration. After the end of history & the final resolution of the master-slave dialectic, we're presented with two choices: become like animals, merely satisfied in the satisfaction of our basic needs, or continue to work even in the absence of necessity, sublimate it into snobbery - pure art - and thus preserve our humanity.

      The frontier becomes not a mess of mud and blood but the Arctic Pole, the peak of Everest, the Moon and beyond - things not done because they're easy or profitable, but because the challenge and its overcoming is the point. War itself might not even disappear - certainly we can imagine conflict, even violent conflict, between two people or groups that are good and just - but it would be war without war crimes, perhaps a large series of genuinely gentlemanly duels. Monster-hunting becomes a tradition like the matador.

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    4. Shin Megami Tensei, a Japanese videogame series answered this a long time ago. The World of Law is a world devoid of free will, of struggle and ultimately of meaning. Everything is ultimately devoid of beauty, in a way, because everything is so sterile in its perfection. It is a world of one absolute will and individuality does not exist.

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    5. From Kojeve to Star Trek: TNG in one easy move!

      Regarding the 'devoid of free will' point - I think it would be the opposite. Law is the only way to secure anything like human agency. In the triumph of chaos, might would make right: agency would only belong to the strong.

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    6. I think we're under cooking a universe where 'good' is a cosmic constant. What 'good' is, is not within capacity of mortal minds to comprehend. There is a plan and there is the ineffable mystery.

      I'll write more below.

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    7. Star Trek The Next Generation's Federation is indeed what comes to mind when I think of "The Triumph of LG".

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    8. Wich brings an interesting problem: is the Prime Directive lawful good? Can you have on one end of the spectrum "expansionistic" lg societies that would never, ever, follow the equivalent of prime directive, being instead inclined to "crusade" for the totality of sentience under their enlightenment while others are "restrained" and feel that law is not just when imposed externally and thus keep the directive? A further problem: the prime directive steems from nuclear menace and cold war fear - create a sufficiently angry enemy and you might have M.A.D down the line, so live and let live and we all will survive to next tuesday. But that is a very industrialised way to think (well, ok, "rain of colorless fire" and such, but still...). "Crusading" societies would perhaps be more common in a faux-past setting? How far can fantasy "political logic" stray from medieval Europe where everyone wants to be the next Roman Empire, promoting "peace through arms"? If thats the case a medieval fantasy "federation" is a little tougher to imagine, since a non-interference "Prime Directive" is more dificult to envisage and, lets face it, thats kind of the main legitimacy base of the Federation and one of the selling points of the whole "protectorate" deal. Without it what you get is more often not the TNG federation, but the feddies from Blake's 7 .

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    9. Is the Prime Directive True Neutral?

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  3. Calling this concept "Mearlsian" is really assigning him far to much credit. What it really is is "Moorcockian." The notion that any one side of a grand cosmic struggle like Law vs. Chaos gaining the upper hand for good (let alone completing vanquishing its rivals) would result in a busted universe hostile to life as we humans know it is straight out of the Eternal Champion mythos. In these stories, Balance (or Neutrality) was typically painted as the wisest and most sustainable path, albeit the most difficult one to tread. It can be seen as a veiled caution to the reader about the dangers of extremism, binary thinking, and ideology for ideology's sake.

    Now, if you prefer the more "Andersonian" model of alignment in your games, as seen in Three Hearts and Three Lions (or the works of Tolkien or C.S. Lewis), where Law is synonymous with godly/holy and Chaos with diabolic/wicked, that's also totally valid. But let's not pretend that the messier view of moral alignment in fantasy is somehow new when it dates back to at least the 1960s.

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    1. I wasn't pretending it was new - I did mention Raistlin, and also Planescape!

      I never bought Moorcock as either a good writer or a serious thinker - I have to be honest. He's always been a turn-off. Though I do own a lot of the Eternal Champion books and have read most of them. (The Corum ones are the best, I think.)

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    2. True! Dragonlance and Planescape are relative latecomers, though, when you consider that TSR was putting their stamp of approval on the messy "political" alignments of Moorcock very early on, as evidenced by Appendix N and the early Deities & Demigods prints. And that without ever disclaiming the more mythic good vs. evil schema of other authors!

      I chalk the whole neverending alignment kerfuffle mess up to the fundamental incoherence of D&D itself, born as it was out of a largely unplanned, organic mashup of every ounce of pop culture the Midwest fantasy wargaming scene was obsessed with in the mid-'70s. Fantasy, sci-fi, amateur medievalism, the Wild West, it's all here. This was a game where Conan, Elric, Bilbo Baggins, Abraham Van Helsing, Turjan of Miir, and Kwai Chang Caine can team up to go seek their fortunes together on Barsoom. It was never going to totally "gel" in a way that would satisfy anyone in search of a rigorously coherent fictional universe in the vein of Dune or similar, but damn does it make for a cool game if you're content to simply embrace the madness as a feature rather than a bug.

      In other words, however you *think* alignment should work, there's ample precedent for it in D&D, so pick your poison and be prepared to debate strangers on the Internet about it from now until they're sealing your casket. ;)

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    3. Generally speaking I subscribe to the 'feature not a bug' interpretation as it is clearly what has made D&D so popular. You can see what you want in it. Obviously Mike Mearls knows a great deal more than I do about how to design a game that has mass, generic appeal. I suppose what I object to is the cod philosophising!

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    4. Mearlsian is definitely a stretch. He's working with ideas that EGG championed, after all - and whether or not one considers Moorcook a "serious" or "good" writer, Gygax and others do. Zelazny worked with the same themes in Amber (quite literally - the order of the Pattern was imposed upon the Court of Chaos) and other writers of the era.

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    5. It is very much a product of the 60s, as all these writers were.

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    6. I like both the "Moorcockian" and "Andersonian" conceptions of the Law-Neutral-Chaos alignment spectrum, though maybe they don't mesh super well.

      Chaotic-as-Evil gods and their forces that must be struggled against lest darkness swallow all that is good is archetypical and makes easy sense. It doesn't really suggest much of a role or need for Chaotic PCs though - if the game is about struggling against the forces of Chaos, what's the point of chaotic PCs?

      Opposed Gods of both Law and Chaos who care not for the mortals caught in the middle of their cosmic struggle kind of makes sense to me, but I haven't read much inspirational material where the gods of law show up as compelling antagonists, perhaps because the concept itself is muddy - is a god/ruler/society that is too lawful (ie tyrannical and oppressive) really *lawful* at all? Aren't those types really aligned to "might is right" while using the instruments of law to enforce their will?

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  4. Modernism and all its offshoots and problems are a blight upon fantasy because it kills what is archetypal and resonate with people deep down.

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    1. Yes, to a point, although clearly there is something else about modern D&D which resonates with people in a different way - the idea that you can be who you want to be, and design a fresh self.

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    2. It would be a good idea to investigate what "modernism" means. The fantasies under discussion are all thoroughly modern. All of D&D and its offshoots are modern. I think what people mean is "recent" or something like that.

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    3. True - obviously 'recent' and 'modern' can get conflated.

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  5. A similar worldview rework on races if I'm not mistaken. No "intrinsic" differences in the races anymore for attributes. It's all based on their environment prior to adventuring. Pure nurture, no nature. Oh, and "races" is out, "species" is in.

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    1. That's right, and totally predictable things would go that way. For what it's worth (I wrote a blog post about this) I don't actually have a problem with abandoning the word 'race'. But I do have a problem with using the word 'species'. It gives everything a scientistic veneer which is totally inappropriate.

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  6. Realistically two lawful organizations are more likely to go to war with each other (be they good or evil) because the concept of lawful is rigid and cannot accept other views as correct. We see this thing happening today in real world conflicts where inflexible religious groups must purge the unfaithful which often includes heretics of a different sect of their same religion (who themselves can be just as inflexible).

    I really prefer a concept of Chaos and Law similar to what is found in Michael Moorcock's Elric series when it comes to RPGs. What the forces of Law and Chaos stand for and what they want are mostly beyond mortal understanding and we're just pawns in their eternal game.

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    1. It's not just religion - it's the story of modern politics!

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    2. "more likely to go to war with each other" I think IRL the Lawful Neutrals like the EU leadership prefer very constrained and limited forms of conflict. Actual war is far too messy.

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  7. Yeah, alignment has always been a conflation of team, ethos, and style. I too prefer to not inscribe it on character sheets, and when the metaphysics (magic items and the like) require it, I simply abstract out how the player has played the character over time. This can take the form of interrogations - "The sword asks you to remember one time when you took a risk to help someone who wasn't already on your team."

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  8. I find the Moorcockian 2-way model of cosmic powers alignments more interesting than the D&D compass. Law and Chaos existing as cosmic forces makes sense, those are concepts that can be defined and agreed fairly easily. Good and Evil are so much more subjective that embodying them as cosmic forces creates far more problems than it solves.
    In the Moorcock model Law and Chaos are only "good" or "evil" when the exist in excess. A world with too much chaos has barbarian hordes tearing apart civilisation. A world with too much law has the British empire conquering the planet and stamping out every other culture. Hence the ultimate good of the Moorcockian view being balance.
    Mearls appears to be trying to project this balance-as-the-ultimate-good model onto the D&D alignment compass, where it fundamentally doesn't work.

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    1. Where I think the whole thing breaks down is that it seems to conflate law and chaos with something like authoritarianism and freedom. But that isn't a very deep way to think about it: authoritarianism in human history is actually usually more closely associated with the absence of the rule of law (the French revolutionary terror, the Khmer Rouge, Nazism, etc.), and freedom to be more closely associated with its presence. It's more like a kind of bogus 1960s idea of left brain/right brain thinking, with it being necessary to balance orderliness and discipline with creativity and self-expression, or something.

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    2. This is incidentally a problem that bedevils the Star Wars fiction. If the Force is supposed to be in "balance" then should the philosophies of the Sith and Jedi be equal ruling partners? All we see of the Old Republic indicates that the fault of the Jedi was not their moral ethos, but their complacency, rigidity and arrogance in carrying it out. Everything you see cries out Manichaean morality but everything you hear from the Jedi philosophers is warmed-over Taoism.

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    3. Yeah, it's useless to think too hard about Star Wars.

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  9. If the big cosmic conflict is between chaos and law, it's easy to accept something in the middle, and therefore a balance, as desirable. It's clear that life, love, freedom, and happiness can all be suffocated by an excess of rules or torn apart by an excess of chaos. But with good and evil it just doesn't work and anyone who pretends it does has to bend their thoughts or the concept of good hopelessly out of shape.

    BTW, one thing Tolkien does beautifully is put forthh a struggle between good and evil that has no pretense of symmetry between the two. No Manicheanism for him! Sauron is defeated in part because he falls prey to the typical mind fallacy: he can't imagine that someone would try to destroy the Ring and renounce its power. But Gandalf is not subject to the same limitations: he understands Sauron's mind just fine, because to be good is, in part, to be wise, and more than that: wisdom is Good.

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    1. Yes - evil is basically parasitical on good, and everything evil is in the end debased.

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  10. You're spot on here David. I want to focus on 'good' and 'evil' specifically.

    If good is a cosmic principle, then it cannot realistically be determined by mortals with their limited frames of reference. It's possible that even the gods cannot truly say what the cosmic schema is or was or is becoming(the kind formulated by a Demiurge like entity akin to that described in Plato's Timaeus or the alien god beyond god in Philip K Dick's VALIS).

    Good is a plan, rooted in the ineffable, growing with mystery. Nobody knows why there must be pain and suffering, only that there must be. Perhaps to define itself and define love, against its absence. What did Graham Greene say?

    "You can’t conceive, my child, nor can I or anyone the … appalling … strangeness of the mercy of God."

    Even the worst shit can be framed as a necessity for mortals to realise themselves against.

    Evil, can be seen as a parasite upon the Plan. Or the potential non realisation of the plan. I think of the last two episodes of Twin Peaks: The Return .

    Or from Isaiah 45:7 "I form the light, and create darkness: I make peace, and create evil: I the LORD (DM) do all these things."

    In D&D (like life, maybe), all mortals can do, is their best to interpret what the right thing to do is. All they have is that limited perception (which makes detect evil/good much more interesting, considering that the road to hell is paved with good intention. It literally allows one to perceive THE PLAN).

    A world where good triumphs, is simply a world that exists. It continues to be in a state of becoming. The inversion of that, might be considered evil.

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  11. I certainly agree. I have always been annoyed by the shallowness of people who are, for example, obsessed with the idea of "Gray Jedi," as though the optimal path is to be 50% good and 50% evil, which doesn't make the slightest sense if you have any notion of what the The Good means in classical philosophy. Sticking with the Star Wars example, I am similarly annoyed by people who say that Anakin can't have brought balance to the force by eliminating the emperor and himself, because where's the "balance" if there are all Light Jedi and no Dark Jedi? But that's nonsense: the temptation to the Dark Side is never just going to disappear, from the universe or from the hearts of men. The Light Side represents genuine civilization and freedom, and requires active defense lest we slip into the constant drain, the constant temptation, the Chaos of the Dark Side. Resisting the Dark Side at every opportunity is precisely how you bring balance to the force, because the dark side will always be lurking there, as Yoda says, "Quicker, easier, more seductive."

    This is why I have always liked The Strange Case of Dr. Jekyll and Mr. Hyde. It is anti-dualistic. It is skewering the notion that you can lackadaisically just maintain "balance" between good and evil, fraternal and demonic behavior, in your self. That's what Jekyll wanted to do: split off the evil part of himself so he wouldn't have to deal with it, and the good part could operate easily in freedom to be perfectly unconflictedly good. But it didn't work: the evil part was evil, sure enough, but the "good" part was still compromised. That's what always happens when you compromise with evil.

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    1. Yes. It's a weird form of non-judgementalism that says that it's necessary to balance lawful good against chaotic evil on the basis that an excess of either one would be bad. Er, perhaps, but we all know which would be much, much, worse!

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    2. The truly enlightened way to live is to do just the right amount of child molestation and genocide: not too much, not too little.

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  12. Mearls is dumb.

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  13. I've seen the D&D alignment idea, and specifically its covert valorization of "neutrality" as opposed to "good", done well exactly once. Johnstone Metzger's "The Nightmares Underneath", set in a mythic Islamic Persia, treats alignments as something that weirdos have. Normal people are Neutral, which is to say, they do what they need to do to get through life, even if it involves some moral compromises. But weirdos may have a non-Neutral alignment: Scholars are Lawful (they promulgate and enforce a specific, god-given legal code that underlies the maintenance of the Empire), Assassins are Evil (they kill for revenge or money), and Cultists are Chaotic (they seek to overthrow the Empire and replace it with the rule of their cult's chosen pagan deity). Good people are saints, actively seeking to help the people around them even to their own detriment. The setting makes it clear that Law and Good both make the world a better place, although there are hints that the Law promulgated by the Empire has blind spots that actually contribute to the festering Chaos that serves as the primary source of antagonists in the game -- echoes of Warhammer's mythos. There's also a subtle division between cosmic conflict (Law vs. Chaos) vs. personal conflict (Good vs. Evil).

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    1. I've heard of that but not read it - will eventually track it down!

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  14. I definitely get the impression Noisms is LG. Liberty Under Law FTW! BTW after reading a lot of this blog, I bought my old dad an Oakeshott book for Xmas. He was very happy! :)

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  15. A fun thing stories and games allow one to do is to conduct thought experiments in moral philosophy. That said, the valorization of neutrality in D&D seems driven by the practical need to minimize the time people at the table spend chastizing one another. When I run games for kids one of the first things they always want to do is the forbidden, and when I play in their games I too find that breaking the law is one of the most reliable sources of fun. Gygax's crew seem to have enjoyed backstabbing and helms of opposite alignment, so he tries to split the difference between the Western movie's equation of Law with civilization (because people want to be heroes and that generation in particular watched a lot of Westerns) and Moorcock's peculiar cosmology of Law as stagnation (to justify the kinds of actions that arise from player agency as being anti-heroic). Stevenson's _The Bottle Imp_ does a similar trick. On the one hand, Hell is just the supernatural consequence of dying without having sold the bottle (so that we can root for our Hawaiian heroes to cheat the devil). On the other, it is very clearly dealing in Christian ideas of greed and punishment (so that we can see how the devil uses money to tempt us to descend into a hell within our own mind, losing sight of the good things all around, as soon as we feel we have been taken advantage of and the only escape is to figure out how to cheat someone else).

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    1. I forgot that in addition to splitting the difference on Law, Gygax also introduces Good which is mostly what you are talking about. You'd think there was meant to be one axis that differentiates Luke from Han, and another that separates them from Darth, but it doesn't always work out that way: Robilar has many adventures in Gary's campaign after becoming evil.

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    2. It's a tough one. Is Luke lawful good? I don't know if I would put him down as that. I grant that Han is probably chaotic good.

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  16. I remember rolling my eyes at all the "Balance of Neutrality" stuff that was present already in Gygax's day, if I remember my old Greyhawk stuff accurately. You inspired me to pull up some two-year-old notes on Alignment and blog about them:
    https://gundobadgames.blogspot.com/2024/02/rpg-alignment-some-musings.html

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  17. Right on! Re: orcs, I should also note it's entirely possible to treat them as thinking, sentient, morally responsible creatures while *also* having them be "generally evil" - those aren't necessarily at odds. Angry GM lays this out quite well in his recent post. IMO.

    https://theangrygm.com/how-is-an-orc-different-from-a-devil/

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  18. I used to think Aslan was chaotic good, since he was 'not a tame lion,' and was in the business of overthrowing tyrants like the White Witch (who, like certain Puritans, despised Christmas revelry) or the Telmarines. Though Aslan's revolutions probably can't be characterized as anti-law, since he is overthrowing the upholders of false laws and legalism, while he himself knows the 'deeper magic.'

    I think it's also interesting that, in Prince Caspian, Aslan is accompanied by Bacchus/Dionysus, and the children remark something to the effect that Bacchus' worst instincts are somehow constrained or redirected by the presence of the lion.

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    1. Obviously it depends how you define 'lawful good' - I think CS Lewis would probably say that being 'lawful' means abiding by God's law and not man's. Is that lawful or chaotic good? Good question. :)

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  20. I will never stop linking this whenever Orcs come up. Sorry (not sorry):

    https://graphiteprime.blogspot.com/2020/07/the-osorc.html

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  21. Well, I think that it's not Mr Mearls who is "rather silly." %)
    The thing about balance PRECEDED DnD alignment systems and was only partly realized in them. Which, yes, created some problems which were never solved. But if we look at earlier Moorcock or Warhammer books then we'll see (or not? ;) ) that it's exactly cosmic nature of principles in question that makes the balance between them "not only possible, but essential" (q). Human beings - and possibly life as we know it - are just unable to exist in neither pure Chaos nor pure Law. So, yes, "winner takes all" by one side is not a very desired result despite them telling they are so pure and good. %))
    Mike

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  22. Moorcock starts with a one-dimensional alignment system, Law vs. Chaos, and over the course of the stories reveals that the actual human dimension is orthogonal to that, and requires a measure of balance. I think that's a pretty evocative idea, and a reasonably true lesson in a real world philosophical sense, a celebration of humanism over submission to extremism.

    Mearls' mistake, I think, is to take Moorcock's result, the two-dimensional alignment system, but then just try to just apply Moorcock's operation again, instead of offering anything new.

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  23. “ No doubt this is because modernity is increasingly defined by a rejection of the idea that there are such things as good and evil” With this line you have blown your cover. Now everybody knows that you come from an alternate timeline. Ok jokes aside any claims that moral relativism is a remotely popular position are utterly ridiculous. I’m pretty sure if you asked a random person on the street if kicking puppies is wrong they wouldn’t say “Well this is a matter of perspective”.

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    1. Well, what I wrote in full was 'No doubt this is because modernity is increasingly defined by a rejection of the idea that there are such things as good and evil (let alone law and chaos), even if we unconsciously still hold quite closely to their existence'. The operative clause is the last one. No doubt a cargo cult morality still exists in which people accept that kicking puppies is wrong. The important thing is that they won't really be able to tell you why.

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