How would you allow (or interpret) PC 'alignment' within a Traveller rule system/campaign?

Limpin Legin

Cosmic Mongoose
So, alignment is a reputation system that gets players thinking whether their character is going to be "Good", "Evil", "Chaotic", "Lawful", etc in a fantasy game.

While some folk argue this is not necessarily a brilliant implementation of a reputation system, I was wondering what equivalents (same, better, or worse) might be found in a Traveller rule system or campaign?

Basically, the purpose of my question is to explore/discuss that some potential RPG players appear to have dark fantasies, that they like to align with, through their PC, and act out in a fantasy context. They subsequentially seem to be put off playing Traveller as being too "clinical", and find the representation of it's science fiction devoid of such possibilities. Does this absence make Traveller too "clinical" in any way? Or have you found a way of encouraging players to think that alignment/reputation matters in your Traveller science fiction?

Or, possibly, is the future of the universe better off without it's sentient inhabitants being aligned to anything except the Imperium or any other Empire?

There is PC backstory, but that is an inconsistent implementation, as it doesn't necessarily get all PCs thinking about the same set of criteria.
 
Actions, and intent(s).
That's how players would interact with an adventure, but those interactions don't necessarily, on their own, provide a reputation or alignment game mechanic.

Sorry, no horrible D&D alignment system in my Traveller.
Do you have any sort of reputation system in your Traveller games?
I mentioned 'alignment' because I know a new generation of players, who are only aware of D&D as a RPG system - they haven't surveyed or tried anything else.
 
I would think governmental/polity alignment would vary greatly from the behavioral alignment archetypes you see in D&D etc.. anyway. For an example I live in the U.S. "I'm an American" would be the governmental/polity but I can point to several different behavioral archetypes in my friend circle alone...Traveller feels to me more realistic and fluid so more up to the individual player...you'd still have consequences for behavior but they'd vary widely depending on location and campaign type
 
Do you have any sort of reputation system in your Traveller games?
I mentioned 'alignment' because I know a new generation of players, who are only aware of D&D as a RPG system - they haven't surveyed or tried anything else.
D&D alignment and reputation are two different things. And yes, there is a reputation system that is called "The referee remembers the action that the PCs did."
 
I wouldn't go there. After all, what D&D alignment are you, or, say, your aunt, or your cat? Too simplistic isn't it. Even reputation as a mechanic is not great since you cannot really know what someone truly thinks of you.
Personally, I don't see any merit in these things being treated quantitatively in an RPG, as they can be better explored and expressed through player actions and goals, along with the consequences.

Example:
My goal is to kill those pirates because they murdered my wife.
My goal is to kill those pirates because they have good loot.
My goal is to kill those pirates in the most hideous way imaginable just for kicks.
 
Alignments in D&D (at least up to 3.5, I didn't play the last 2 editions) are more guideline than hard rules. Depending on your acts, you can change alignment to a more compatible one. And it isn't a reputation system per se, since your alignment is not writen on your face. You can fake another alignment, you have speels to detect the alignment & items to hide it...

If players need rules for their character's behaviour, you can poach & adapt from other games :
- The Virtue/Vice system from Pendragon.
- The Passions from Mythras/RQ6. Not limited to alignments, it include your loyalties, hatred, etc.
- Champion/Hero Games disdvantages (mostly the social ones, they can be used for codes of honor like Bushido, or for oaths of loyalty). On top of that it works with 3d6, which makes it easy enough to adapt to Traveller or use as is.
But Traveller is more complex than being in one of the 9 little boxes of the usual D&D alignment. Players can't hide behind an alignment when stealing from their friends (I had the case a long time ago).
 
Morals and ethics are a cultural, religious, legal framework.

At the risk of causing upset, until the beginning of the 19th century here on Earth the practice of slavery was considered perfectly acceptable. An 18th century trader would have no problem at all buying a cargo of slaves from the African slave markets, legally or morally.

Here in the 21st century western liberal democratic world we consider the practice abhorrent and our ancestors to be evil; they weren't, they had a different ethical framework. We also turn a blind eye to slavery still being practiced worldwide.

Similarly with human sacrifice. many cultures considered it to be perfectly justifiable and even necessary.

We also have the incredible conceit that people from other cultures today are just like "us" - they are not, the cultural differences make for great a great divide in ethics and morality.

Fast forward to the 57th century with tens of thousands of different human worlds there will be many systems of morality and ethics.
 
Traveller isn't so much about 'alignment' as it is about allegiances and consequences.
Are the PCs loyal to each other? Are they loyal to their former service? Are they loyal to their government or other organization?
Player Characters in every game system out there do illegal and morally sketchy things to get the job done. Yes, even the most 'Awful Should' Paladin out there does crap that really ought to get their buttocks hauled up in front of a tribunal. So consequences have to be part of the team's life.
But alignment in DnD terms would never work in a modern or sci-fi setting. Player Characters spend their careers existing in the grey area between legal and illegal and it's not very feasible to use the 9 Moral Food Groups to judge their actions.
 
let it not be forgotten .. though perhaps it has been it later versions (abominations IMO) of the classic game. Alignment wasn't merely a moral code for players to guide their PC actions, but was very much a game mechanic. Determining spell use and even character progression.

As always I guess one can put it in their games but agree with most that it really doesn't fit Traveller. D&D had very much of a good v. evil basis and the religion theologies to go with. Something that really is not a part of Traveller. But isn't that beauty of Traveller... you can make of it whatever you want it to be. Traveller is all about the glorious shades of grey .. not the fantastic hero based RPG clear cut black and white.. but if you want to go there the game can support it.
 
I would think governmental/polity alignment would vary greatly from the behavioral alignment archetypes you see in D&D etc..
Yes, that can be explained by acknowledging that collective government ideologies can be different to individual archetypes. Therefore, PCs on a particular world might be bound by the ideologies of a particular government, but the PCs (individual players) might be loyal or disloyal to that government, and the PCs behaviours could be aligned to particular archetypes, prompting different reactions between governments and individual npcs.
Maybe having some kind of variety of Jungian archetypes would be better in Traveller, than an alignment system. An alignment between ‘good’ and ‘evil’ is more creationist, because it assumes some entity as being the arbiter or final judge of behaviours. Psychological archetypes might be more atheistic because archetypes recognises different favourable behaviours, while at the same time, explain that each archetype has a shadow quality that reveals weaknesses or hidden aspects of personality, that can reveal themselves, and dominate any particular outcome.
  • Ruler (Shadow: Tyrant)
  • Creator/ Artist (Shadow: Critic)
  • Sage (Shadow: Deceiver/ Skeptic)
  • Innocent (Shadow: Victim)
  • Explorer (Shadow: Vagabond/Addict)
  • Rebel (Shadow: Outlaw)
  • Hero (Shadow: Fool)
  • Wizard/Mystic (Shadow: Manipulator)
  • Jester (Shadow: Clown/Saboteur)
  • Everyman (Shadow: Nobody/Conformist)
  • Lover (Shadow: The Possessive)
  • Caregiver/Mother (Shadow: Martyr)
Source: The 12 Archetypes And Their Shadows (With Examples) (notebookandpenguin.com)

Not all these archetypes are useful for adventuring, so they might still need to be tweaked somehow, to make them playable. However, the ‘skeptic’, the ‘victim’, the ‘vagabond’ and the ‘nobody’ (from that list) might well correlate with some of the ‘darker’ themes gamers I know might feel they need to explore in a non-DnD RPG.

yes, there is a reputation system that is called "The referee remembers the action that the PCs did."
Yes, "The referee remembers the action that the PCs did" seems to be the only way forward in the referee administering any given reputation system. DnD alignment IMO, is an implementation of a reputation system. Still needs the referee/DM to remember what, on balance, is going on.

I wouldn't go there. After all, what D&D alignment are you, or, say, your aunt, or your cat? Too simplistic isn't it. Even reputation as a mechanic is not great since you cannot really know what someone truly thinks of you.
Personally, I don't see any merit in these things being treated quantitatively in an RPG, as they can be better explored and expressed through player actions and goals, along with the consequences.
Reputation isn’t simply a can/cannot do game mechanic. It also can explain that certain NPCs will treat a PC favourably because of their rapport thru having identical alignments. Can also prompt provocation when those alignments are opposite. This suggests that some PCs might be able to resolve the challenges presented in an adventure, simply because their reputation is more favourable to the situation.
Also, gamers aren't always good actors. To role play properly, perhaps people need to be good actors and, without that ability, something like alignment/reputation gives something a player can use to unlock their own inner actor.

If players need rules for their character's behaviour, you can poach & adapt from other games :
- The Virtue/Vice system from Pendragon.
- The Passions from Mythras/RQ6. Not limited to alignments, it include your loyalties, hatred, etc.
- Champion/Hero Games disdvantages (mostly the social ones, they can be used for codes of honor like Bushido, or for oaths of loyalty). On top of that it works with 3d6, which makes it easy enough to adapt to Traveller or use as is.
Thanks for the alternate suggestions. I shall look into them. The main gripe I have with the DnD system is that it is unchangeable from birth to death, and doesn’t reflect that beliefs and attitudes may change as campaign situations alter and different beliefs emerge. Eg, a lawful good PC citizen suddenly becomes an unlawful computer hacker, to expose the “sickness” of their homeworld, once it is realised that their loyalties were somewhat betrayed by secretive corruption.

Alignment drift.
Yes alignment can drift if not updated. Same with hit points, weight carried, spare bullets, money, and rations. Little different really, other motivation to administer these things as "rules of thumb" or specific measurable quantities.

Fast forward to the 57th century with tens of thousands of different human worlds there will be many systems of morality and ethics.
Yes, good point. DnD assumes a bedrock of feudal stability which Traveller cannot quite so easily assume because of the vastness and diversity.

Player Characters in every game system out there do illegal and morally sketchy things to get the job done. Yes, even the most 'Awful Should' Paladin out there does crap that really ought to get their buttocks hauled up in front of a tribunal.
Yes, well, “getting the job done” is not necessarily a mark of the occasions when individual integrity, reputation and fame gets enhanced.
My local DnD DM says that Paladins don't necessarily have to be Lawful Good. I've forgotten what justification he provided, but he did give a good example of what he meant.

.. but if you want to go there the game can support it.
I do want to explore how I can “go there” in a Traveller Universe. It is part of science fiction. Some of the old questions about origins or life, superior intelligences, supernatural powers, entities that can corrupt, etc, that originally get explored in medieval settings, reappear in science and science fiction settings, because people question that, if these things do not have obvious answers on Earth, they might well be answered somewhere else in the universe. -- this is perhaps were even I find Traveller rule systems a bit "sterile" and devoid of the kind of science fiction romanticism found in Star Trek, etc.
 
Ok, let me put it another way:

"Why do you need it when thousands of (all?) other Traveller players do not?"
Well, that is an interesting question to have at this point. I've respected that you said that you "wouldn't go there". However I don't believe you necessarily represent 'thousands' or 'all' players. Even if you did, I have an original and relevant question that I would like to discuss. Even if you did, there is no telling that that would be other players most favourable aspect of the Traveller game. Plus, I did strictly emphasise that I had already considered that the DnD approach wasn't without criticism. I merely mentioned it because it is so well known and that is also what my local players refer to. I NEVER said I need it. I was just exploring what the possibilities might be. I have already carefully provided my reasons for wanting to explore this type of question. If you would be good enough to go back and read what I have posted, then you'd have an answer to your own question, without me having to spam my own thread with unnecessary repetitions.
 
I also think that a simplistic alignment system that works for Tolkienesque fantasy settings has no place in Traveller, just as Sigtrygg explained.
Example: Helping Gondor against the invasion of Sauron's Orc hordes clearly is "good" in Middle-earth context.
But how is it with supporting the Imperium against the Zhodani in the Fifth Frontier War?

For the same reason I think a reputation system, that gives you different reputations with different factions certainly can be interesting for some campaigns. Any actions a group of Travellers will take in the FFW will certainly give them a reputation with both sides - not necessarily but very likely quite different ones - that will influence reactions of representatives of the factions when they are encountered.
 
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Well, that is an interesting question to have at this point. I've respected that you said that you "wouldn't go there". However I don't believe you necessarily represent 'thousands' or 'all' players. Even if you did, I have an original and relevant question that I would like to discuss. Even if you did, there is no telling that that would be other players most favourable aspect of the Traveller game. Plus, I did strictly emphasise that I had already considered that the DnD approach wasn't without criticism. I merely mentioned it because it is so well known and that is also what my local players refer to. I NEVER said I need it. I was just exploring what the possibilities might be. I have already carefully provided my reasons for wanting to explore this type of question. If you would be good enough to go back and read what I have posted, then you'd have an answer to your own question, without me having to spam my own thread with unnecessary repetitions.
I never claimed to represent thousands of players. The fact is that thousands play it and the rules do not have alignment system. I have never seen, heard or watched anyone using one. Therefore, thousands do not need one. But it might be good. So , I was asking why you felt it was needed for you (or your players)? i.e., what does it bring to the table?
 
Alignment isn't reputation. Alignment is your governing philosophy, how you see the world. Reputation is what other see you do.

Alignment can of course be used as is in Traveller, but as always is not a prison, it's a vague guideline.

A LE policeman will try to get you, using the law.
A LN policeman will just apply the law.
A LG policeman will try to help you, but punish wrongdoers, within the confines of the law.

It's simple, it's compact, we all know it, and it works. Just don't overthink it...
 
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