Playing the Game: Alignment

Alignment is your character’s way of thinking and moral compass. For the character, this can be an ethical ideal, religious strictures, or maybe just a gut instinct. It reflects the things your character might aspire to be and can guide you when you’re not sure what to do next. Some characters might proudly proclaim their alignment while others might hide it away. A character might not say, “I’m an evil person,” but may instead say, “I put myself first.” That’s all well and good for a character, but the world knows otherwise.

Dungeon World SRD

In Mutant World, survival is king, and Alignment is optional. For PCs and NPCs, it defaults to none/self.

That’s honestly not super interesting, I admit. PCs and NPCs can *choose* to have an Alignment, however. And in the grand tradition of Gamma World, Alignments generally correspond to Cryptic Alliances, an evolution of pre-Apocalypse poli-clubs with specific ideologies and moral teachings. Since a recurring (if contested) narrative theme is that the poli-clubs are the ones responsible for the Collapse, proceed at your own risk.

Mutant World also retains an End of Session mechanic for putting your Alignment’s needs above your own, so I need to do some development of what those needs actually look like in play. Speaking of mechanics, this first list is of the six Playbook Alignments, which is to say Alignments open to Player Characters. NPC Alignments will be further detailed in the Gamemaster Section \ Developing Fronts section.

  • Community (A Specific Steading from the Campaign Map)
  • Brotherhood of Thought (Coexistence, Liberty)
  • Followers of the Voice (Serve Machine Intelligence)
  • Healers (Pacifists, Treat the Sick and Wounded)
  • Restorationists (Rebuild human focused civilization)
  • Seekers (Align society to the new natural world, eliminate Legacy Tech)

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