In some role-playing games, alignment is a categorisation of the moral and ethical perspective of the player characters, non-player characters, monsters, and societies in the game.
Not all role-playing games have such a system, and some narrativist role-players consider such a restriction on their characters' outlook on life to be overly constraining. However, some regard a concept of alignment to be essential to role-playing, since they regard role-playing as an exploration of the themes of good and evil.
The original Dungeons & Dragons game created a three alignment system of law, neutrality and chaos. In Advanced Dungeons & Dragons, this became a two-dimensional grid, one axis of which measures a "moral" continuum between good and evil, and the other "ethical" between law and chaos, with a middle ground of "neutrality" on both axes for those who are indifferent, committed to balance, or lacking the capacity to judge. This system was retained more or less unchanged through the 2nd and 3rd editions of the game. By combining the two axes, any given character has one of 9 possible alignments:
Neutral in this scheme can be one of two versions: Neutral, those who have no interest in (or no ability to care about) the choice; or "True Neutral", meaning those who not only actively remain neutral but believe it is necessary to enforce the balance of the world on others, and would act in any required fashion to bring about that balance.
In the 4th edition of the game, the alignment system was simplified, reducing the number of alignments to five. The 5th edition of D&D returned to the previous two-axis system.
Characters in White Wolf's old World of Darkness games have "Nature" and "Demeanour" characteristics that describe how the characters really are and how they behave superficially. The Nature and Demeanour are freeform, allowing players to create new types.