If the issue is that characters with alignment > -200 and < 0 need to be able to bind in lesser cities, then I propose the following. Assumptions: Alignment > 0: Blue Alignment < 0: Red Starting alignment: 200 Suggestions: 1. Make capital cities reject (physically) anyone with alignment < +200. -> Rationale: You have to be 'really good' to enter a capital city. If you are not good enough, you won't be killed but you won't be allowed in. Basically the 'edge of the world' effect at the entrances. 2. Make lesser cities reject (via towers) anyone with alignment < 0. -> Rationale: Tower behavior matches alignment behavior! Kinda bad people (alignment > 0 and < 200) can still use NPC cities. 3. Alignment stops at 0 before dropping into red (negative alignment). -> Rationale: If you have a high alignment (>200) but are forced into a situation in which you will lose alignment (siege, jumped in a lawful dungeon, eg), you may drop into the negatives very quickly. This is not by design - just a by-product of the rules. To fix this, just make alignment drop stop at 0 for a period of time (~10 minutes). Any alignment lost in this period doesn't go into effect unless you continue to lose alignment after this grace period. If you go blue (pray, farm in dungeon), then it just poofs. Some examples: Beleg (+200 character) kills two players and ganks one player in lawful lands during a 10 minute period in a siege. Therefore, his alignment drops to 0 and stops. Because he's really a blue kinda guy, he goes to church and prays back to +20. He is now +20 (blue). Owyn (+200 character) assists in the kill of four players (-400 alignment, say) in lawful lands during a 10 minute period in a siege. Therefore, his alignment drops to 0 and stops. Because he's really a red kinda guy, he assists with another kill (-100 alignment, say) after the grace period wears off. His alignment drops to -300 (+200 - 400 -100) due to his actions before going red. He is now -300 (red).