In my games I define what is evil. Then let the players know and base actions from that. Once players know what being evil means, not too many want to be. It also provides a chance of redemption.
That really hasn't been my experience. I've found that those players who are a problem with an evil-aligned PC play differently if the game just doesn't include alignment. It's almost as if there's something in them that needs to rebel, and if you remove the perceived authority of a stated alignment there's nothing to rebel against.This thread isn't in the D&D area so, broadly speaking at least, I don't think we're really talking about alignment. I think it's more about general behavior in game. I play a lot of Deadlands (Savage Worlds), which doesn't use alignment, but if a PC decided to just start murdering NPCs then it's going to be a problem.
Good point. Anti-hero is the way to go in a morally mixed group. Even then, they tend to have problems not playing together well, but at least they can work together.But one thing I think people are overlooking in this discussion is the anti-hero. There may be a fine line, but there is a still a big difference between an anti-hero and an evil character, especially in the usual fantasy time period-equivalent setting.
What's is some fantasy fiction that you enjoy where the protagonist is evil?
A lot of things certain people describe as evil, I consider fall under neutral. Evil is truly disturbing, and usually involves hurting the innocent. The Punisher isn't evil to me, he's a shade of neutral.
I don't see him shooting anyone. Plus, I would put this panel in the same category as the ones where Superman and Batman just go around acting like dicks.