The D&D alignment system has to me never seemed very complete, or effective. Too often it is hard for players (and DM's) to adapt their playstyle to their chosen alignment or the alignment of their NPC's. Some alignments end up as the 'holding tank' for players who want to keep their options open (chaotic neutral, anyone?).
At first level, who really knows their character anyway? It is like another skin a person is putting on, and players have yet to find out their new ticks, their foibles, their fears, their aspirations. Sometimes the Paladin ends up acting like the resident ogre, or pushing too hard on the 'lawful' stick over the 'good'. Only once have I truly enjoyed someone playing as a Paladin in one of my campaigns; he was hysterical, arrogant, generous (secretly), loyal (secretly), narcissistic. In other words, human. I sitll find myself shaking hands with people in real life and joking 'Hi there, I am the Lord o' Leisure, and you are pleased to meet me!' Another problem is many folks try to pigeonhole the alignments, often into specific stereotypes we have all read in over 20 years of fantasy literature. After so long, I don't blame the players for the inability to properly play (or desire to play) specific alignments; I blame Wizards for not creating a more elegant system.
Fifteen years ago, I started something new. Players wouldn't get an alignment until 3rd or 4th level, after they had a chance to get to know their characters, and find out who they were. It actually worked pretty well, as we didn't have many folks striving to be alignment specific characters like Druids or Paladins. However, in those cases we could have run into some difficulty, as what happens when your Paladin gets to third level and you realize she is Chaotic Selfish?
After many years, this approach did not satisfy me either, as we still had difficulty assigning folks to one alignment over another. People, let alone fantasy characters, are incredibly complex, and 9 alignments is just not enough to encompass the essence of even a small portion of them.
So about 6 months ago, with some initial confusion among the players starting their 2nd campaign with me, we tried something completely different. It is simple, but infinitely more flexible than the 9 alignment rainbow. It can more easily cover a knight's fall from grace, a thief's change of heart, a druid's reconciliation with his goddess. It is an open system, easily adopted and modified. And best of all, it is fun and brings some real meaning to the balance between good and evil, law and chaos.
To be completely honest, I think it started as a joke (though not like in the example below). Imagine a scene many of us have probably played or DM'd through. Bob the Barbarian, Megan the Mage, Thoughtful the Thief and Clerg the Cleric have just defeated a group of kobolds who attacked them because the adventurers were invading their home (a dungeon). Two kobolds surrendered at the end of the battle, and the party is deliberating what to do with them while the kobolds plead for their lives.
Bob: Well, no offense little guys, but we can't have you warning anyone or staying behind us, so I have to kill you. *Bob advances on the cowering forms menacingly.*
Megan: Whatever, just do it quick, I think I can hear some more coming down the passage.
Clerg: Are you really sure that's the right thing to do? *waffles* I can see why we'd want to, but I just don't know.
Thoughtful: Sorry Bob, that's a big no go on the slaying helpless critters. They're almost kind of cute.
Bob: Whatever, like you can stop me.
Thoughtful: Probably not, but I'll make a good speed bump. *Thoughtful steps in front of the hulking barbarian, blocking easy passage to the small creatures.*
Clerg: Umm, guys, whats going on?
Megan: I know you could smash me like your random orc, Bob, but I think Thoughtful may be right. They did surrender. Maybe we should just tie them up.
Clerg: This is stupid, they aren't even human. *Clerg steps up behind the two prone forms, brings his mace up over his head and bashes one of the kobolds, killing him instantly. Thoughtful springs and turns, catching Clerg's 2nd swing in one hand while his other presses his blade to the Cleric's throat, drawing a hairline of blood. Bob backs off, rebuked by the thief's conviction if nothing else. Megan looks uneasy, knowing she won't last long in the dungeon without the cleric, but still wanting to support Thoughtful. She remains silent as the standoff finally ends, with the cleric sheathing his weapon and reaching for the rope to bind the humanoid, knowing the thief could kill him with a thought.*
In my current game, after that scene played out, the players would get something like this from me:
'Bob, gain one point of chaotic. Megan, gain a half point of lawful. Clerg, gain one point of chaotic and one point of evil. Thoughtful, gain one point of lawful and one point of good.'
Now, I am not looking to argue the above scene with anyone, nor whether my choices or interpretation are right or wrong. In my world, there is as little moral relativism as possible. Some things are right, and some things are wrong, and players are free to choose them both. Is it possible the kobold escapes and warns the rest of his people and they kill one of the party members? Yep. It still does not change the fact that at the moment in time when the discussion was held, some folks were acting lawfully, some folks were acting chaotically, and one of each was good and evil.
In my world, every significant action can have the attributes of lawful, good, evil and chaotic attached to it. Players accumulate those points, and they in essence determine the player's true alignment. Sometimes players who have been on an evil streak because it seemed fun in the beginning have a true change of heart and begin down the long road of redemption. Sometimes a consistently lawful and good party member has a bad night and snaps in anger or haste and gains a point or two of evil or chaotic. But whatever happens, players know where they stand in relation to the world, each other, and themselves. A typical player may have on her sheet: +11 good, +3 evil, +2 chaotic, +7 lawful. Is this player the perfect Monk? Nope, this player is better. She is real, with a little bit of everything, although she is doing a fairly good job overall in maintaining her Lawful Goodness.
One benefit of this system is that it more thoroughly colors a player in relation to the rest of the community. A party member who regularly protects helpless or captured creatures develops a reputation that lends many to not fear him (as much) or risk fighting to the death. However, when fighting a party member who regularly slays captives, creatures will fight viciously and to the last breath, knowing if they don't they are dead anyway.
Right now my players are around 5th/6th level, and the number of times I have to award points of any sort has gone down, because they have established routines of behavior, and now only get alignment points for significant events. For example, if a player already has 11 good points and 9 lawful points, they won't gain any more for saving the kobold above, because it really is who they are now. It would take something more, like going out of their way to protect the kobold village from the army of rock trolls who are invading the dungeon, for no reason other than preventing the genocide of an entire culture. In that case, they would probably get 2 more of each. If the same player chose to watch the destruction of the village with no concern, they would probably get a point or two of chaotic, although maybe not any evil (depending on their reasons for not helping), while the already +12 chaotic player wouldn't get any more.
When we first started this, I didn't know if it would work on not or whether it was silly. However, after probably a couple hundred assigned alignment points, I have a much better idea of who the characters are, which direction they are trying to head, and who they want to be. The entire experiment has been, at least in my estimation, a huge success, and a great improvement over the standard D&D alignment system.
I am even working on a 2nd stage that I hope to post later in the week and try in our game this weekend. Depending on how many points one has, I was thinking of assigning bonuses. For example, a Lawful 10 character might get a +2/+2 Law Strike once per day against a chaotic creature, a Lawful 20 character might be able to detect chaotic intentions on a successful perception check, and a Lawful 30 character (very hard to attain) might get a permanent +2 AC against chaotic creatures. The same types of bonuses would apply to highly good, chaotic, and evil characters.
If I get a system worked up I'll post it here; anyone with other suggestions, questions, and criticism's are welcome to comment! However, please note that I have a courtesy policy; all ad hominum attacks and vulgarity will be deleted and the offender smacked with a rubber trout.