Showing posts with label Alignment. Show all posts
Showing posts with label Alignment. Show all posts

Wednesday, October 8, 2025

Immortal Spheres of Power

Lately I've been fascinated by BECMI's Immortals rules. Not necessarily all the number-crunchy and crazy dimensional stuff that's in the Immortals set, but even what's in the Master set (and made it into the Rules Cyclopedia). It seems to be intended to serve as a capstone to progression, which makes it kind of fitting that it's so absurdly high level that I can find very little evidence anyone actually played it.

Immortals as depicted in the Rules Cyclopedia.

It's almost like an official release of game mechanics for the cosmic-level world building that many of us Game Masters do in our spare time, but which never actually hits the table for the players. While reading, I found myself thinking about the fundamental forces of my own world and the beings that embody them. I like to do this kind of world building simply for its own sake (it's fun!), and in doing so it feels like I'm giving my world a sense of consistency. If I know how it all works, in theory I'll make more consistent rulings and improvise better.

"Avoid an overly structured approach to the planes. Further, to the extent that there is structure, avoid giving the characters (and players) too much knowledge of that structure." - DCC RPG, p. 309

Oops. Perhaps I have foregone the first part already, because I just can't stop myself from thinking about how the world fits together and what keeps it turning. The second part, however, about player knowledge, is relevant here. Playing as Immortals in BECMI necessitates that the players come to know a whole bunch of stuff about how the higher powers of the cosmos work on a fundamental level.

I could just use those ideas and not fully explain it at the table, right? Play it out in the background as part of my prep, but keep it a mystery for the players. Maybe Patrons or Deities are something like an Immortal. Maybe they aren't - Immortals could just be one piece of the puzzle while leaving Gods unexplained. Perhaps Immortals are just a subset of godlike beings that a mortal can become, and when the players have a run-in with one it's as alien and incomprehensible as everything else I throw at them.

The players only learn the parts their characters learn, which is to say, not much.

All of this is more related to the setting than to anything mechanical. I don't think mechanics for this are particularly necessary. As mentioned before, few people seem to have ever played through to Immortality as intended. Furthermore, the way Paths are prescribed clashes a little with DCC's open-ended "Quest For It" philosophy. I think the Path to Immortality is better served by figuring out what to do next if and when my players ever reach 10th level. If I ever run it, it'll be personal to the character(s).

After achieving immortality and gaining crazy dimensional powers, they'll either have to retire from play like in Master/RC, or we'll basically be playing a whole new cosmic superheroes game that isn't DCC any more. Instead, their reward can be becoming a Patron/Deity for future PCs.

What I can do now, however, is look at how such a concept fits into my world. How the Spheres of Power (essentially the factions/classes of Immortals) tie in with the established fundamental forces of the universe - Law, Chaos, and Neutrality - and which domains are associated with them. I can tie groups of concepts together underneath these umbrellas to create a set of loosely related trichotomies analogous to Alignments. Then, I can create beings who serve these Spheres which used to be mortals and resemble Gods. Interaction between these domains and groups of concepts is another inspiration I can use to generate characters, events, and themes in my world.

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Spheres of Power

Those of you familiar with the Immortals rules (all two of you) might have raised an eyebrow when I said "trichotomies". There are five Spheres, not three, so why would things be in sets of three? The Spheres are are Matter, Time, Energy, Thought and Entropy.

I'm going to cut the last two. Matter, Time, and Energy are all cosmic concepts that inarguably physically exist, and the trio encompasses everything in the cosmos. Thought and Entropy are more complex phenomena that arise from the other three. They have a place in this model, but not as their own Sphere of Power. Furthermore, Entropy being the odd one out which players couldn't enter sort of made it feel like it exists to be the "bad guy" for the playable Spheres to fight rather than naturally fitting into the model. I guess from a gameplay perspective that made sense - a disparate party of Immortal PCs would always be able to unite against Entropy - but it's a bit too Good vs Evil for my liking.

So our Spheres of Power are Matter, Time, and Energy. They each fight for dominance, but no one Sphere can be destroyed without bringing the whole system down. This fits neatly with my views on Alignment.

Matter

Time

Energy

Purpose
The Sphere of Matter brings form to the multiverse. Without matter, there is nothing. The Sphere of Time brings change to the multiverse. Without time, nothing moves. The Sphere of Energy brings action to the multiverse. Without energy, nothing happens.

Conflict
Matter opposes Time by resisting change and motion. Time opposes Energy by causing it to spread and decay. Energy opposes Matter by destroying it or altering its form.

Alignment & Tendency*
Matter is aligned with Law, working toward order and structure. It has a tendency toward syntropy as it organizes the multiverse. Time is aligned with Neutrality, creating cycles and prolonging existence. It has a tendency toward negentropy, bringing order through controlled disorder.
Energy is aligned with Chaos, bringing greater activity and conflict. It has a tendency toward entropy, bringing the world toward a disorganized state.

Eventual Doom
If left unchecked, the forces of Matter would bring the multiverse to a perfectly ordered and structured stasis with no variance. While Energy exists, this stasis can be disrupted. If left unchecked, the forces of Time would leave the multiverse caught in an eternal cycle of repeating conflict. One could argue that, by the continued existence of the other Spheres, Time is winning and this Doom is the eternal state of the multiverse. If left unchecked, the forces of Energy would bend all that exists to its will before destroying it. Ironically, its entropic nature would eventually empower Matter by creating uniformity.

Elemental Affinity**
Matter has an affinity for the low-energy element of ice and is associated with solid form, rigid and unbreaking. Time has an affinity for the differential energy of lightning and is associated with liquid form, both of which flow along a determined path. Energy has an affinity for the high-energy element of fire and is associated with gaseous form, diffusing and moving quickly and unrestrained.

Constituents of Life
Matter provides form so that life may have a body. Time allows for the mind to organise information and give thought.Energy is the pure material that comprises the soul.

Favored Class*
The Sphere of Matter favors the Warrior class and views Fortitude as a virtue. The Sphere of Time favors the Thief class and respects those with the Reflex to act immediately.The Sphere of Energy favors the Wizard class and wants to bend the world to its Will.

Civilization
Matter prefers a fair and just society. All empires fall. Time favors nature over civilization.Energy not only prefers but empowers tyranny.

* all Alignments and Classes are represented in each Sphere, but one is clearly dominant in each
** the three elements of fire, ice and lightning are a separate category than the four elements of air, water, earth and fire

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Any one of the emboldened words above can be represented as a faction within the world, or the domain of a Deity or Patron of the relevant Alignment. Any column functions as a list of associated symbology, and any three horizontally grouped words could make for an interesting three-point conflict or cycle. You can also take one word randomly from any two columns and have a reason for why those two things might be in conflict (tensions between the Patron-Saint of Differential Energies and the Lord of Gas? That's a starting point for the Neon Wars).

Below are abbreviated lists for reference.

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Trichotomies abbreviated:

  • Matter/Time/Energy
  • Form/Change/Action
  • Resistance/Decay/Alteration
  • Law/Neutrality/Chaos
  • Syntropy/Negentropy/Entropy
  • Stasis/Repetition/Destruction
  • Low-energy/Differential energy/High-energy
  • Ice/Lightning/Fire
  • Solid/Liquid/Gaseous
  • Rigid/Flow/Diffusing
  • Unbreaking/Determined path/Unrestrained
  • Body/Mind/Soul
  • Warrior/Thief/Wizard
  • Fortitude/Reflex/Willpower
  • Justice/Nature/Tyranny

Associations abbreviated:

Matter: form, resistance, Law, syntropy, stasis, low-energy, ice, solid, rigid, unbreaking, the body, warriors, fortitude, justice
Time: change, decay, Neutrality, negentropy, repetition, differential energy, lightning, liquid, flow, determined path, the mind, thieves, reflex, nature
Energy: action, alteration, Chaos, entropy, destruction, high-energy, fire, gaseous, diffusing, unrestrained, the soul, mages, willpower, tyranny

Note: "change" and "alteration" sound like the same thing, but think about the different between the unguided changing of the natural world and the forcing of change upon it by another agent. "Changing" versus "being altered". Altering Matter is how Energy opposes it.

Wednesday, September 17, 2025

Non-binary Neutral Cleric Lay On Hands

As a Cleric in DCC, your Lay on Hands effectiveness is dictated in large part by your Alignment vs the Alignment of the recipient. It's one of the few times Alignment is mechanically relevant, and I'm a fan of it. I'm also a big fan of the many-faceted Neutral Alignment, which for the most part misses out on this mechanic. Nobody is opposed to Neutral, meaning Neutral Clerics are at least moderately effective at healing literally anyone. Not only that, but Disapproval does not occur when healing any Alignment, which is the most mechanically significant part of a Cleric's relationship with their God.

This also means that Neutral Cleric is objectively the best choice - objectively better character options being something I've mentioned I am not a fan of before. You can heal anyone and there are only two possible match-ups, the results of which amount to "good" or "great". The "bad" possibility is just gone.

Neutral Clerics still have the ability to Turn Unholy, so there must be beings out there that are opposed to your God. This should be true for any God that stands for literally anything - hell, even if they don't. The truest of Neutral characters will still have enemies.

"What makes a man turn Neutral?"

I'm not really breaking any ground here, but I would suggest that Neutral Clerics still have to treat characters as Opposed Alignment if they are someone their God would consider sinful, or that person's actions are antithetical to their God's goals. A druidic Cleric of nature can, by the book, Turn Unholy against demons; that alone makes a lot of Wizards troublesome to deal with even if the Wizard is Lawful or Neutral. Would your God who turns demons want you to aid someone who bargains with a demon prince?

It's essentially the same philosophy espoused on p. 108 of the core book, where the author suggests discouraging Clerics from attempting to heal spellburn damage.

A Cleric might find their God sending an omen of disapproval after healing a passing traveler with a wound they refuse to talk about. This could be the hint that leads to the discovery that the man was in fact a werecreature, recently out of a run-in with a therianthrope hunter.

Your Cleric and Wizard could find themselves at odds once the Wizard starts delving into necromancy - while there may have been no qualms with the Patron, undeath is too great a sin for your God to simply ignore.

If your Turn Unholy includes animals or monstrous creatures as the rules suggest, this might stretch so far as to include animal-folk or races considered "monstrous" like orcs.

Just try to play up the relationship with their God and the required devotion to their goals. After all, without them a Cleric is nothing, and I think the Cleric-deity dynamic is what makes an interesting Cleric. Disapproval as a mechanic is a strong motivator and a great story engine while not actually being overly punishing most of the time.

Wednesday, June 11, 2025

Primal Servants of Neutrality

DCC's Monsters chapter suggests that 1% of Chaotic or Lawful creatures should be Primal Servants, selected to be stronger, smarter, more magical, and more important to the cosmic struggle than their peers. This article provides a variety of Neutral types of Primal Servant. These are merely examples that fit my views on Neutrality and - as with the Law and Chaos Primes given in the book - creativity is encouraged.

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It is widely believed that agents of Law and Chaos hide in plain sight, enacting the wills of those too great to directly involve themselves. This is, of course, entirely true. What is lesser known is that the forces between spawn agents of their own. The disparate nature of the Neutral Alignment necessitates that its Servants are just as varied. Balance, Nature, and servants of indifferent or incomprehensible motivations should be considered similar but different types of entities.

As with Lawful and Chaotic Primes, Neutral Primes have 50% more hit dice and are typically stronger and more intelligent than their normal counterparts. Their magical features depend on which kind of Neutrality they manifest from.

Primal Servants of Balance

There is a 1% chance that any Neutral soldier, lawman, or more rarely a commoner or construct, is a paladin of Balance. These Primes are designated by the Gods for a certain role. They are typically rebels and renegades, fighting against the status quo for what they believe is right. This does not mean they oppose Lawful society - they might oppose the "might makes right" of a Chaotic tyranny. Constructs who are Prime can be in latent opposition to the cause they were created to serve. Paladins of Balance have Luck on their side, which may manifest spontaneously or be willfully manifested through sheer drive. High level paladins of Balance can have an intelligent magic weapon and can use it to step between the mundane world and a Neutral plane from which the weapon originates.

Primal Servants of Nature

There is a 1% chance that any Neutral animal, plant- or fungus-based monster, beastman or wildling is a warden of Nature. These Primes typically have a connection with the landscape around their home, and may affect the weather with their emotional state, sense water in the desert, command animals and manipulate plants, or sense distress among the trees in a forest. Often, they manifest these abilities unconsciously and may even be unaware of their power. They actively endeavour to hold back the encroachment of civilization onto the wildlands, and hunt down Chaotic invaders looking to exploit natural resources. They can step between the mundane world and whichever of the infinite para-elemental planes their ancestry is tied to.

Primal Servants of the Old Ones

There is a 1% chance that any Neutral aberration, outsider, extraplanar entity, or worshiper of an Old One is a priest of the Old Ones. Priests of the Old Ones receive deranged visions from far beyond the astral seas, pushing them to act out the will of their God. They appear insane to anyone who is not a follower of the Old Ones. They typically have psychic powers that can alter the mind of others, such as enthralling them, driving them insane, locking them in a nightmarish dream, or forcing them to joyfully rush to their own annihilation - though they do not necessarily choose to use these on everyone. They can step between the mundane world and the outer realm of an Old One, and can even temporarily drag another being with them (Will save 10+HD to resist). Even brief exposure to these realms is sure to have permanent psychological effects.

Unaligned Primal Servants

There is a 1% chance that any Neutral monstrosity, goblinoid, ghost, ooze, elemental, or other Neutral being is a Primal Servant of other allegiance (or no allegiance). The allegiance may be known (for instance, a Prime Air Elemental would likely be a Servant of Ithha, Prince of Elemental Wind, and the PCs may know of the Prince) or unknown and need not be made clear. They are leaders of their race or exemplars of their type - for instance a goblinoid Prime will have underlings, a Prime hybrid monstrosity may have extra body parts, a Prime ooze may have extra or more powerful ooze special properties. They can usually extradimensionally step to their lair and back again, as long as they haven't strayed beyond adjacent planes.

Wednesday, May 7, 2025

Non-binary Alignment - Neutrality as a third party in the cosmic struggle

This might be something that plenty of people have covered before me, but I had a hard time finding it. Discussion of the Neutral Alignment of the Law-Chaos axis is very much buried somewhere between people arguing over what Law and Chaos are exactly, and people arguing about True Neutral in the 3x3 matrix most modern gamers use. My idea of Neutral doesn't quite make sense with a Good-Evil axis.

Two Sides to the Struggle

I know Alignment isn't binary. In DCC it is one axis with three points. One might go so far as to call it a spectrum - that makes sense conceptually, but I can't think of a good gameplay or narrative reason to define someone as "38% Lawful", as you could if it were a complete spectrum. Three options is simple and provides a nice overarching categorization of factions and ideals. In this article, I don't intend to make it any more complicated than that. There are still the same three options by the end of it.

The DCC RPG book presents, in no uncertain terms, a simple choice between Law and Chaos - two fundamental forces of the universe. It then presents Neutrality as a balance between the two or an indifference toward the two. This is where the "binary" part comes in. If Alignments are fundamental forces then there are two: Law and Chaos. Balance isn't a force in itself, nor is "indifferent". It's the space between. It's a lack of force.

If Law and Chaos were real-world forces, neutrality would exist right in the midpoint of their fields (where there is no force - balance) or in something chargeless like a neutron (which does not emit a force - indifferent).

Warning, subjective opinion ahead: having a grand cosmic war between Law and Chaos going on and a majority of the inhabitants of the universe simply falling under Neutral, the "nothing" category, simply by default - well that’s just kind of boring! Humans are mostly Neutral. Animals are basically all Neutral. Great Old Ones are Neutral. All of these Neutral beings are fighting for... nothing. There’s no Primal Servants of Neutrality because there’s nothing for them to fight for. They emit no force.

What if that wasn't the case?


Not just a Middle Ground

Rather than viewing Neutral as the middle-ground, I prefer to think of it as a third party in the aforementioned grand cosmic war. A disparate party nonetheless fighting toward the same end - a vast majority unwittingly so. It isn’t something both Lawful and Chaotic, nor exactly a middle-ground, but instead something that pulls at both. One standing between Law and Chaos does not want either side to win. Neutrality is a force that prolongs the cosmic war, never allowing the extremes to truly take hold. Entropy is often associated with Chaos, but Neutrality could be considered a sort of entropy within the forces of Alignment itself. Some think of Neutrality as the middle path between Yin and Yang, but it also creates the seeds of Yin within Yang and Yang within Yin.

For a while I thought there should be more than just Neutral to represent this. Perhaps Balance and Unaligned, splitting Neutral into its two common representations for a total of four. Now we’re left with that boring non-participating faction again. Perhaps Nature is its own Alignment, the Alignment of the universe itself and what it brings into being just by existing. Not to mention the incomprehensible motivations of the Great Old Ones in the Void that came before even Law and Chaos - it's easy for this to balloon out of control, so what is it that makes all these parts a whole?

What Neutrality Fights For

The reality of the matter is that each of these forms of Neutrality feeds into the same cosmic cause. Agents of Balance enforce Law and inflict Chaos where they feel there isn’t enough. Forces of Nature act as they will, responding to and counteracting Law and Chaos simply to survive. Indifferent idiots create Law and Chaos at their whimsy. The Old Ones' purposes are unknown, but they are believed to have willed both Law and Chaos into existence - the greatest possible act of Neutrality. If one extreme was to win over the other and reign the cosmos, any of these forces of Neutrality could topple the tower and plunge the multiverse back into conflict.

Law is the force of Order. Chaos is the force of Entropy. Either one of these forces will destroy the universe as we know it if left unchecked. Neutrality is the force of Survival, the sheer desire to be that keeps the war going. Forever.

All this to say I think of it more like a triangle than a line.