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Chaotic Good Is The Most Popular Alignment!
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<blockquote data-quote="doctorbadwolf" data-source="post: 7782616" data-attributes="member: 6704184"><p>I've rarely ever seen the "evil" side of CN, and only ever from players that were disruptive no matter what they played. The CN characters I've seen have tended to just be motivated by people and what they want in life, without directly thinking or caring much about broad morality or cosmic scales. </p><p></p><p></p><p>Sometimes it's that. Usually it's a morality that is based on something like "hurting people for selfish reasons is bad, as has to be opposed", rather than "XYZ specific actions are Evil". That is, violence isn't good or evil, the results of violence are good or evil. If the result of me killing the dragon is that it stops killing villagers because they can't afford to bring it as many cows as it wants, then killing the dragon is Good, while the violence of the dragon themselves was Evil. </p><p></p><p>That isn't flexible, it just isn't a specific action based metric of determination, it's a results based determination. Killing the guy you don't like is still evil if you're just doing it because you don't like or trust him. </p><p></p><p></p><p>Why? The character values the bonds they have with the group, and cares about the success and failure potential of the group. </p><p></p><p></p><p></p><p>They aren't bound by their every impulse. That isn't what that means. They decide their own actions, based on their own priorities and desires. Not getting ambushed in the night will generally match their own priorities and desires, unless they're literally a comic book style lunatic.</p></blockquote><p></p>
[QUOTE="doctorbadwolf, post: 7782616, member: 6704184"] I've rarely ever seen the "evil" side of CN, and only ever from players that were disruptive no matter what they played. The CN characters I've seen have tended to just be motivated by people and what they want in life, without directly thinking or caring much about broad morality or cosmic scales. Sometimes it's that. Usually it's a morality that is based on something like "hurting people for selfish reasons is bad, as has to be opposed", rather than "XYZ specific actions are Evil". That is, violence isn't good or evil, the results of violence are good or evil. If the result of me killing the dragon is that it stops killing villagers because they can't afford to bring it as many cows as it wants, then killing the dragon is Good, while the violence of the dragon themselves was Evil. That isn't flexible, it just isn't a specific action based metric of determination, it's a results based determination. Killing the guy you don't like is still evil if you're just doing it because you don't like or trust him. Why? The character values the bonds they have with the group, and cares about the success and failure potential of the group. They aren't bound by their every impulse. That isn't what that means. They decide their own actions, based on their own priorities and desires. Not getting ambushed in the night will generally match their own priorities and desires, unless they're literally a comic book style lunatic. [/QUOTE]
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