LostSoul
Adventurer
My thoughts:
Role-playing is a group activity. The GM is NOT always right. If he puts adventures to the players that they have no desire to go through, it is his own fault. (On the other hand, if he puts adventures forward that the characters should want to play through, then it's the players' fault.)
As GM you have to tailor adventures to the players and thier characters. They'll give you motivations (and if not, you make ones for them), and you run with those. If you don't do this, you can't expect the PCs to have any fun at all.
Neutral PCs have so many possibilities for motivations. Treasure hunting. Searching for old enemies. Self-improvement. Ego building. whatever. What's more, they have the possibilty to grow into heroes. What could be cooler than that? Usually I play a Neutral PC who is selfish and callous. He has a "heart of gold", though, and doesn't like to see bad things happen around him. He sees this as a self-destructive weakness, but whatever.
If you want to GM a Good adventure, make the actions of Evil and Neutral PCs come back to bite them in the ass. The peasant you killed or stole from or didn't help had powerful friends that hate you now. The PCs don't exist in a vaccuum. Follow thier evil actions through to thier logical conclusions. By doing so, show them that Crime Doesn't Pay.
Role-playing is a group activity. The GM is NOT always right. If he puts adventures to the players that they have no desire to go through, it is his own fault. (On the other hand, if he puts adventures forward that the characters should want to play through, then it's the players' fault.)
As GM you have to tailor adventures to the players and thier characters. They'll give you motivations (and if not, you make ones for them), and you run with those. If you don't do this, you can't expect the PCs to have any fun at all.
Neutral PCs have so many possibilities for motivations. Treasure hunting. Searching for old enemies. Self-improvement. Ego building. whatever. What's more, they have the possibilty to grow into heroes. What could be cooler than that? Usually I play a Neutral PC who is selfish and callous. He has a "heart of gold", though, and doesn't like to see bad things happen around him. He sees this as a self-destructive weakness, but whatever.
If you want to GM a Good adventure, make the actions of Evil and Neutral PCs come back to bite them in the ass. The peasant you killed or stole from or didn't help had powerful friends that hate you now. The PCs don't exist in a vaccuum. Follow thier evil actions through to thier logical conclusions. By doing so, show them that Crime Doesn't Pay.