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I hate Chaotic Neutral
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<blockquote data-quote="Mercule" data-source="post: 2492962" data-attributes="member: 5100"><p>Wasn't supposed to. Just throwing in a foil to Li's post.</p><p> </p><p>On the other hand, most Neutrals (LN, N, CN) really are about personal gain, in a lot of cases. The only real variable is whether they want to do it through instituting order, throwing off restrictions, or whichever is easier at the moment. </p><p> </p><p> </p><p></p><p> </p><p>None of the alignments make good adventurers, unless they have other reasons. LN characters would be well served to just take orders -- whether that's as a serf, soldier, or guild lackey. LG characters will do the same, just in the service of a nicer organization. CG characters give the bird to mean people.</p><p> </p><p>I see what you're saying. I think the PC is a problem. I just don't think it's a problem inherent in the CN alignment. I think it's a matter of someone designing a PC without much thought to the personality and falling back on a stereotype that they perceive as allowing them to get away with it.</p><p> </p><p>IMC, I don't place alignment restrictions on the PCs. I've had too many characters of all alignments (especially LG, for some reason) who wait for a visit from the "motivation fairy". My requirement is that the PCs are able to tell me why they left their life as a farmer, guild flunky, city watch, petty thief, etc. and took up a new life as an adventurer. Or, if I'm starting at 1st level or trying to add an organic feel into the game, they have to provide me with some ideas for the sort of conditions that <u>will</u> motivate them. If someone makes a character that is lazy or ill-defined, I've got no issue with moving the campaign along until that character has little choice but to come up with a reason or drop out. Or, if I catch it early enough, I'll confront it at the start, but that doesn't always happen.</p></blockquote><p></p>
[QUOTE="Mercule, post: 2492962, member: 5100"] Wasn't supposed to. Just throwing in a foil to Li's post. On the other hand, most Neutrals (LN, N, CN) really are about personal gain, in a lot of cases. The only real variable is whether they want to do it through instituting order, throwing off restrictions, or whichever is easier at the moment. None of the alignments make good adventurers, unless they have other reasons. LN characters would be well served to just take orders -- whether that's as a serf, soldier, or guild lackey. LG characters will do the same, just in the service of a nicer organization. CG characters give the bird to mean people. I see what you're saying. I think the PC is a problem. I just don't think it's a problem inherent in the CN alignment. I think it's a matter of someone designing a PC without much thought to the personality and falling back on a stereotype that they perceive as allowing them to get away with it. IMC, I don't place alignment restrictions on the PCs. I've had too many characters of all alignments (especially LG, for some reason) who wait for a visit from the "motivation fairy". My requirement is that the PCs are able to tell me why they left their life as a farmer, guild flunky, city watch, petty thief, etc. and took up a new life as an adventurer. Or, if I'm starting at 1st level or trying to add an organic feel into the game, they have to provide me with some ideas for the sort of conditions that [u]will[/u] motivate them. If someone makes a character that is lazy or ill-defined, I've got no issue with moving the campaign along until that character has little choice but to come up with a reason or drop out. Or, if I catch it early enough, I'll confront it at the start, but that doesn't always happen. [/QUOTE]
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