Mentzer Basic retained a 3-prong alignment system, in keeping with OD&D and Moldvay Basic, (see also Moldvay Basic: Character Alignment).
A Pictorial Example of Alignment Behavior. Illustration by Larry Elmore, based on the original by David S. LaForce. From the French edition of the D&D Basic Set (1982) edited by Tom Moldvay.
Frank Mentzer wrote:
Three basic ways of life guide the acts of both player characters and monsters. Each way of life is called an alignment. The three alignments are named Law, Chaos, and Neutrality. Each alignment has a language that includes hand signals and other body motions. Player characters always know how to speak their alignment language in addition to any others they may know. If a monster is able to speak, it will also be able to use its alignment language.
Law (or Lawful) is the belief that everything should follow an order, and that obeying rules is the natural way of life. Lawful creatures will try to tell the truth, obey laws, and care about all living things. Lawful characters always try to keep their promises. They will try to obey laws as long as such laws are fair and just.
If a choice must be made between the benefit of a group or an individual, a Lawful character will usually choose the group. Sometimes individual freedoms must be given up for the good of the group. Lawful characters and monsters often act in predictable ways. Lawful behavior is usually the same as behavior that could be called “good.”
Chaos (or Chaotic) is the opposite of Law. It is the belief that life is random, and that chance and luck rule the world. Everything happens by accident and nothing can be predicted. Laws are made to be broken, as long as a person can get away with it. It is not important to keep promises, and lying and telling the truth are both useful.
To a Chaotic creature, the individual is the most important of all things. Selfishness is the normal way of life, and the group is not important. Chaotics often act on sudden desires and whims. They cannot be trusted, their behavior is hard to predict. They have strong belief in the power of luck. Chaotic behavior is usually the same as behavior that could be called “evil.”
Neutrality (or Neutral) is the belief that the world is a balance between Law and Chaos. It is important that neither side get too much power and upset this balance. The individual is important, but SO is the group; the two sides must work together.
A Neutral character is most interested in personal survival. Such characters believe in their own wits and abilities rather than luck. They tend to return the treatment they receive from others. Neutral characters will join a party if they think it is in their own best interest, but will not be overly helpful unless there is some sort of profit in it. Neutral behavior may be considered “good” or “evil” (or neither), depending on the situation.
D&D Basic Rules (1983), Players Manual, pg. 55
In operationalizing alignment for an OD&D, B/X or BECMI game (Holmes and AD&D are different matters), an aspect of play that is typically neglected is the inclusion of a pantheon.
For alignment to truly matter, there need to be Lords of Law and Chaos. There may be a Church of Law, and several disorganized factions of Chaos devoted to its lords.
Alignment Languages:
Each alignment has a secret language of passwords, hand signals, and other body motions. Player characters and intelligent monsters will always know their alignment languages. They will also recognize when another alignment language is being spoken, but will not understand it. Alignment languages are not written down, nor may they be learned unless a character changes alignment. When this happens, the character forgets the old alignment language and starts using the new one immediately.
D&D Basic Rules (1983), Players Manual, pg. 56
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