Fox Lee
Explorer
There are a few interpretations that fit with CN as described; "freedom is more important than everything, even if morality matters too", "freedom is important and I don't care about morality", or perhaps even "freedom is important and morality is a false dichotomy/a construct that's not actually valid". And in any of those, you could replace "freedom is important" with "structure is dangerous" for a more pro-active chaotic. Lots of fun interpretations that make for interesting characters who aren't freaking nuts.
I think part of the problem is people taking the term literally instead of considering what it means in an alignment context. "Chaotic", outside of D&D, could mean "random", "thoughtless", "unpredictable", "uncontrolled"... lots of things that are perfectly reasonable interpretations, if you don't read the D&D definition.
Now combine this with the concept of "neutral" as being not "doesn't care", but "deliberately maintains balance between good and evil". That's definitely not supported by 3e, unless perhaps you are a lawful neutral with your own personal philosophy, but I have heard 2e players espouse the idea time and again (even outside of druids). I imagine if you're the kind of player who views alignments as being a static guide for how you should act, rather than a dynamic reflection of how you do act, it would be easy to fall into that mindset.
If you put the two together, you have "random and uncontrolled" coupled with "making sure neither good nor evil gets a leg-up". And right there, there's your "insane bastard" chaotic neutral player. They do random crap and might actively try to hinder you if you're winning, and then they justify it with "I'm just playing my alignment". Oh, and of course there's the player who just reads both "chaotic" and "neutral" as "I do whatever I want". Le sigh.
Anyway, for my money, I reckon that's how it happens: outdated interpretations, or not bothering to read/process the definitions. And the desire to play a jerk.

By the same token, your villain alignment choices are also passing over many interesting villain motivations. Oppressive Iron Fist or Random Destruction are very big, obvious, super-villain kinds of evil, but often subtle villains are more interesting. A villain doesn't have to pursue either dictatorship or destruction to be evil; simply being profoundly selfish also serves that purpose. And what about the tragic well-intentioned villain who thinks he's doing the right thing? Both of these are well-used villain archetypes, but your system seems to have no place for them.
Anyway, I'm not saying this a total do-over, but I guess what I am saying is that I can't see why you would go up to seven alignments, but not all the way to nine. It has all the complication of houseruling, but still misses out on most of the opportunity provided by the 9-point system.
I think part of the problem is people taking the term literally instead of considering what it means in an alignment context. "Chaotic", outside of D&D, could mean "random", "thoughtless", "unpredictable", "uncontrolled"... lots of things that are perfectly reasonable interpretations, if you don't read the D&D definition.
Now combine this with the concept of "neutral" as being not "doesn't care", but "deliberately maintains balance between good and evil". That's definitely not supported by 3e, unless perhaps you are a lawful neutral with your own personal philosophy, but I have heard 2e players espouse the idea time and again (even outside of druids). I imagine if you're the kind of player who views alignments as being a static guide for how you should act, rather than a dynamic reflection of how you do act, it would be easy to fall into that mindset.
If you put the two together, you have "random and uncontrolled" coupled with "making sure neither good nor evil gets a leg-up". And right there, there's your "insane bastard" chaotic neutral player. They do random crap and might actively try to hinder you if you're winning, and then they justify it with "I'm just playing my alignment". Oh, and of course there's the player who just reads both "chaotic" and "neutral" as "I do whatever I want". Le sigh.
Anyway, for my money, I reckon that's how it happens: outdated interpretations, or not bothering to read/process the definitions. And the desire to play a jerk.
I find that really interesting, because I interpreted the removal of chaotic good to mean that in its purest form, good is chaotic, and law is just an add-on that you have to specifyHaving said that, the new five alignments are horrible choices to me not because I'm an old-timer, but because of the implication...to be "REALLY" good you must be lawful, which then leads to weird situations - - what if the government seems to be wrong? Whose law rules?

Interesting, but as Camelot notes, "anarchistic and "ordered/oppressive" may as well be lawful and chaotic. Also, I think removing the neutral alignments loses compelling character ideas; every PC should be made to cooperate with the group for some reason, sure, but they shouldn't be forced to be good-aligned. I've made more than one character who started off as lawful or chaotic neutral, explicitly because their development over the story would lead them to a higher ideal. I'd hate to lose the opportunity to play such a character because the system says heroes always have to be good.1. Ordered Good. = you see good Delivered though Order and organisation.
2.Good= You believe in good but think a mix of freedoms and laws should deliver best.
3. Anacistic Good = You see good can only be delivered if there is no opression
being a scale PCs fit on it somwhere.
then there is the evil scale
4. Opressive Evil. Only through Opression can dictators bring victory.
5. Evil. Evil need a mix of Iron fist and Randon distruction to be effective.
6. Chaotic Evil. True suffering is only brought about if Greed and distruction runs riot.
Bad guys go on this scale.
By the same token, your villain alignment choices are also passing over many interesting villain motivations. Oppressive Iron Fist or Random Destruction are very big, obvious, super-villain kinds of evil, but often subtle villains are more interesting. A villain doesn't have to pursue either dictatorship or destruction to be evil; simply being profoundly selfish also serves that purpose. And what about the tragic well-intentioned villain who thinks he's doing the right thing? Both of these are well-used villain archetypes, but your system seems to have no place for them.
Anyway, I'm not saying this a total do-over, but I guess what I am saying is that I can't see why you would go up to seven alignments, but not all the way to nine. It has all the complication of houseruling, but still misses out on most of the opportunity provided by the 9-point system.
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