QUOTE(BecomingHuman @ Mar 5 2008, 03:51 AM)

I think we're witnessing a D&D generational gap...
My old group never seemed interested in delving into the subtle, nuanced personality traits of our in game characters. Instead, we liked gaining levels. A close second was killing monsters and taking all their stuff. Perhaps this reflects the video-gamized nature of my generation, but we had fun nevertheless. In any case, alignment and role-playing never became a significant part of the game.
It might be generational. However, since I have been playing Baldur's Gate and Neverwinter Nights (I & II) on my PC, I have been more interested in gaining levels and getting stuff.
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That being said, my favorite alignment has always been Lawful Evil. Neutral is too ambiguous; and Good is so obnoxious. Evil is dynamic, interesting, spontaneous and mysterious. Theres something sexy about doing what you feel like instead of whats right, and this is particularly true if your also lawful and know you can get away with it. Lawful good upholds the law, which is little more exciting than filing a tax return or renewing your license. LE, on the other hand, has figured out the only thing cooler than breaking the rules is bending them to your will. If my old Wizard entered into the modern world, he would claim 179 expensing on "business assets," relocate his company to the Caymen island and fund shady scientists to disprove global warming, all while threatening unions by shipping jobs overseas. Now thats sexy.
But theres more! Strictly good characters, to be frank, seem to promote brain-dead role playing. We've seen all the tired arch-types: the strictly good natured paladin, the tough-talkin brute with a heart of gold, the mysterious stranger with a forbidden past, and, of course, the "Legolas" (Lol, drow with 2 scimitars). Theres no internal conflict in a good character; no struggle to identify morals, no "what to do" moments (unless the choices are between good and really good) , and rarely does good argue amongst itself. Campaign plots always seems to be some variation of the care bears coming together to save fuzzington village, singing and spreading joy wherever they go. Contrast that with the personality of an unpredictable, scheming mastermind, desperate to achieve his own ends while trying to preserve an image of purity.
Theres a reason why Iago was given the most lines out of any Shakespeare play, or why Dantes inferno is a page turner. Its fun to be bad.
It may be fun to be bad, but usually the bad guys come to a bad end, and nobody really likes treacherous people.
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Anyway, my message to all you evil haters is... lighten up! Whats wrong, afraid you might like it? You should embrace the dark-side at least once in your RPG adventures. Pretty soon, you'll be arguing that the
minimum wage actually
hurts workers, or that minorities should embrace
capitalsim because the free market actually reduces discrimination (suckers).
...wait, take back that last part.
And my message to you,
BecomingHuman, is keep trying!

(Sorry--Couldn't help it with your username and this topic

) Meantime, you have a great sense of humor.
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...Theres no internal conflict in a good character; no struggle to identify morals, no "what to do" moments (unless the choices are between good and really good) , and rarely does good argue amongst itself.
Are you kidding? Sometimes there are tough calls to make, especially in Baldur's Gate: Shadows of Amn, for a lawfully good character. Try it sometime. In comparison, playing an evil character often means just taking the easy way out.
Actually, I'm also addicted to the "atta girls" that my character gets when her reputation is enhanced after doing an unselfish thing. ("Atta girls" are a little harder to come by sometimes in real time.) With high charisma and a reputation of 20, encounters with strangers (good ones or neutral ones, that is) tend to go much more favorably. So there are payoffs to being lawful good, or
awful good, depending on how you look at it.