>>15789107
>I thought neutral was more like an un-sympathizing "Never go out of your way to do good if it doesn't pay extra and never go through the hassle of committing evil deeds unless someone forces your hand.".
For me it's more about having no true allegiance to anyone but yourself, but that means following your own moral compass rather than completely lacking values. The difference is that a 'neutral' character's values can vary greatly between each person calling themselves such, but 'evil' and 'good' is rather black and white.
>Does a mix of good and evil make a true neutral though?
No, that's the problem games like Fable, Mass Effect and KotOR face where there are only two extreme paths and the point system puts you in 'neutral' because of mechanics. Needless to say that's a shitty system and 'neutral' might as well not even exist in them. Which is further evident by the fact you don't gain anything unique gameplay-wise if you stay in the middle.
Depending on how you want to look at it, you could judge a character as 'evil' or 'good' by their intentions (as opposed to the consequences of their actions). I believe this to be the most honest way of characterizing such abstract concepts as 'evil' and 'good'.
>An 'evil' character does something they know will unjustly hurt others whilst often benefiting only themselves and will have no moral issues carrying out such actions.
>A 'good' character foremost thinks of the best way they can be of assistance to others they deem to be deserving of their help, disregarding personal gain.
>A 'neutral' character judges each situation without a pre-determined mindset of 'causing harm' or 'saving the world'.
Because these mindsets are rather vague, d&d for example decided to add a bunch of prefixes to easier put them into palatable boxes (think of this what you will, it is a bit too simplistic for my taste).
If they're 'lawful', they'll obviously act within the restrictions of the law.
>A 'lawful evil' character would for example not pickpocket someone but they'd be more than willing to swindle someone using the fine-print of a contract.
>A 'lawful good' character might want to help the starving peasants but if his king orders him to quell the peasant uprising, he feels morally obligated to do so.
>A 'lawful neutral' character is the true cuck of d&d alignments, they'll follow their own moral compass but it's one that says 'rules are there for a reason'.
'Chaotic' could be described as impulsive and unpredictable.
>A 'chaotic evil' character would often disregard personal gain (other than emotional) and act out their vile and violent fantasies, ignoring the consequences. Typical mega edgelord.
>A 'chaotic good' character would similarly disregard personal gain and instead act impulsively on what they believe to be 'the right thing to do' without considering all sides or other solutions. Typical shounen protagonist
>A 'chaotic neutral' character would be someone playing Fable while trying to stay right at the middle of 0 alignment points. Escort a trader to a village. Then murder him and steal his stuff.
Then there's 'neutral'. For the sake of d&d alignments, this could be considered as the plain 'no prefix' category and are only called 'neutral' in order to contrast with the other two prefixes.
I'd say 'neutral good' and 'neutral evil' are rather easily summed up as willing to act outside of the confinements of the law but unlike 'chaotic', willing to think a few steps ahead and consider the consequences of their actions.
For their other characteristics, I'll refer to how I first defined 'evil', 'good' and 'neutral'.
TL;DR:
I forgot the question, enjoy my drunk ramblings. I had fun sorting my thoughts and opinions into writing.