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In the Dungeons & Dragons (D&D) fantasy role-playing game, alignment is a categorization of the ethical and moral perspective of player characters, non-player characters, and creatures.

Most versions of the game feature a system in which players make two choices for characters. One is the character's views on "law" vs "chaos", the other on "good" vs "evil". The two axes allow for nine alignments in combination. These nine alignments can be shown in a grid, as follows:

D&D co-creator Gary Gygax credited the inspiration for the alignment system to the fantasy stories of Michael Moorcock and Poul Anderson.

The original version of D&D allowed players to choose among three alignments when creating a character: lawful, implying honor and respect for society's rules; chaotic, implying rebelliousness and individualism; and neutral, seeking a balance between the extremes.

The 1977 release of the Dungeons & Dragons Basic Set introduced a second axis of good, implying altruism and respect for life, vs evil, implying selfishness and no respect for life. As with the law-vs-chaos axis, a neutral position exists between the extremes. Characters and creatures could be lawful and evil at the same time (such as a tyrant), or chaotic but good (such as Robin Hood).

Advanced Dungeons & Dragons (AD&D), released between 1977 and 1979, continued the two-axis system. The 1981 version of the Basic Set, however, went back to the earlier one-axis alignment system.

AD&D 2nd Edition, released in 1988, retained the two-axis system. In that edition, a character who performs too many actions outside their alignment can find their alignment changed, and is penalized by losing experience points, making it harder to reach the next level.D&D 3rd Edition, released in 2000, kept the same alignment system.


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