weynard
Legacy Supporter 8
- Joined
- Jan 13, 2011
- Location
- Langenhagen (Hanover)
In light of recent events as the cause, I would like to start a discussion on what exactly is GOOD, NEUTRAL and EVIL and what would be desirable about each of them, without any set order. Here are my personal definition of the three main alignments:
A good player would help anyone who knocked at their doors, asking for food or shelter.
A truly "good" person would also not distinguish between alignment in helping others.
This does not mean to be naive- but how can you claim to be a saint and still turn down or even kill a mortally wounded enemy? If that enemy is however trying to hurt someone in his last seconds, it would be fair to defend yourself and others.
Good players would not fight unless it becomes inevitable. They do not depart on "crusades" against proclaimed outlaws or the like.
They are honest, altruistic, kind, honourable and, above all, people of integrity.
Neutral players abandon all diplomatic relations. They take great care not to give an advantage towards others in order to maintain their neutrality and on the other hand are also more likely to isolate themselves from important questions and giving out statements.
This is probably the most difficult of the alignments to uphold for town leaders.
They strive to keep out of political debates and to make conditions equal to everyone- I'd also say this is the most common alignment for traders- as long as they don't haggle.
A neutral person would not join a fight and only defend himself, not others. Being truly neutral requires the player to go to great lenghts to uphold their discipline, self-control and countenance, as well as logical thinking and reasoning.
Evil players are the egomaniacs. They despise mostly everyone except themselves and would go to any degree to reach their goals, as long as it stays within the rules.
They often show their intelligence to the outside, be it high or not, however not until they have outwitted their victim.
While they are reckless in what they do, they are inconsistent in their behaviour in that they feel the urge to give the seeming of a mastermind, a "chosen one" or, for the lack of a better expression, the "deadly cool guy" or to exalt themselves in another way, which sometimes hinders the easiest solutions to their problems.
They strive to achieve perfection, tomake everyone know they are superior.
They abandon compassion for greed, generousity for gain and honesty for their own entertainment. Evil players tend to betray others and fool the weak.
When they do work together, it is a community of people immovably fixed on a common goal, or one that allows members to show each others their self-perceived greatness.
An evil person is sly, focused, strong-willed and cold.
In conclusion, I think it could be said that nobody fills the definition of an alignment and as a result, no town or guild could.
A good player would help anyone who knocked at their doors, asking for food or shelter.
A truly "good" person would also not distinguish between alignment in helping others.
This does not mean to be naive- but how can you claim to be a saint and still turn down or even kill a mortally wounded enemy? If that enemy is however trying to hurt someone in his last seconds, it would be fair to defend yourself and others.
Good players would not fight unless it becomes inevitable. They do not depart on "crusades" against proclaimed outlaws or the like.
They are honest, altruistic, kind, honourable and, above all, people of integrity.
Neutral players abandon all diplomatic relations. They take great care not to give an advantage towards others in order to maintain their neutrality and on the other hand are also more likely to isolate themselves from important questions and giving out statements.
This is probably the most difficult of the alignments to uphold for town leaders.
They strive to keep out of political debates and to make conditions equal to everyone- I'd also say this is the most common alignment for traders- as long as they don't haggle.
A neutral person would not join a fight and only defend himself, not others. Being truly neutral requires the player to go to great lenghts to uphold their discipline, self-control and countenance, as well as logical thinking and reasoning.
Evil players are the egomaniacs. They despise mostly everyone except themselves and would go to any degree to reach their goals, as long as it stays within the rules.
They often show their intelligence to the outside, be it high or not, however not until they have outwitted their victim.
While they are reckless in what they do, they are inconsistent in their behaviour in that they feel the urge to give the seeming of a mastermind, a "chosen one" or, for the lack of a better expression, the "deadly cool guy" or to exalt themselves in another way, which sometimes hinders the easiest solutions to their problems.
They strive to achieve perfection, tomake everyone know they are superior.
They abandon compassion for greed, generousity for gain and honesty for their own entertainment. Evil players tend to betray others and fool the weak.
When they do work together, it is a community of people immovably fixed on a common goal, or one that allows members to show each others their self-perceived greatness.
An evil person is sly, focused, strong-willed and cold.
In conclusion, I think it could be said that nobody fills the definition of an alignment and as a result, no town or guild could.