Where Law and Chaos Came From: a D&D History Lesson
I’ve seen a few interesting posts about Dungeons and Dragons alignments that all share two interesting commonalities:
1) They think the two-axis system of Law vs Chaos and Good vs Evil is too restrictive for people who like to roleplay. 2) They try to redeem the two-axis system by redefining Law and Chaos in ways that make sense to them personally.
Good and Evil aren’t usually a topic of debate on these posts - it’s easy enough to play a character as generally doing the right thing or as being a total bastard. Discussion on acts of more debatable morality (e.g. torturing a villain for vital information, killing an innocent person by accident, sacrificing one for the good of all) tends to veer towards whether the action itself qualifies as good or evil, and not whether good and evil themselves need to be redefined. Conversely, I’ve seen Law and Chaos rewritten as Community vs Individuality, Tradition vs Cultural Mutability, Authority vs Anarchy - all interesting ideas that tend to reflect more on the person writing them than the actual purpose of the Law vs Chaos axis.
I’m not saying these people are wrong, but that these players (as well as the fine folks who wrote the 5e Handbooks) are placing too much significance on the purpose or intention of Law vs Chaos. The historical secret is that Law vs Chaos alignment never had any deep meaning behind it - or, at least, it never had any meaning deeper than the Pittsburgh Penguins versus the Vancouver Canucks.
I’ll explain how, but it requires a bit of a history lesson. The idea of Lawful and Chaotic alignments - as well as a number of other cornerstones of Dungeons and Dragons - came from a different game: a miniature wargame called Chainmail. It’s time for a deep dive.