
Two observations I can make here:
One, the D&D style order/alignment scale is great for beginning roleplayers who need a grasp of the basics. Â You should discard it at your earliest possible convenience; nobody thinks like that. Â Essentially, the D&D morality scale is built as a summation of two basic character traits, selfishness v. selflessness and discipline v. capriciousness. Â Not only is this a very limited scope of morality, but it's also somewhat inaccurate. Â Many people are willing to be selfless to a point, and sometimes they're willing to do something incredibly selfless on the spur of the moment, but are otherwise selfish pricks. Â Real morality, and realistic characters, have distinct personalities made essentially from a set of stock beliefs modified by their histories.
In short, heroes and villains are decent concepts in the early string of things, but they're really not something you should aim for. Â For instance, Orleans Ignacius is a criminal, a mercenary, a murderer, and all sorts of terrible things. Â He's essentially a thug for hire. Â I wouldn't necessarily call him a villain, though. Â He himself is capable of incredible acts of kindness and selflessness; he simply doesn't see the world the same way many of people do. Â He's something of a ronin, someone roaming haphazardly through life while trying to maintain some semblance of discipline in his life, earning money for himself but ultimately looking out for his partners and organization. Â It's hard to say he's a villain when he's just as likely to look out for the little guy out of a sense of justice as he is to kill him for crossing the wrong people.
The second point is that, based on point one, don't play a hero or a villain. Â Play a concept a bit less nebulous. Â Everyone's doing what they think is best; there aren't many people out there saying, "I'm screwing people over and it's absolutely fine to screw people over because being evil is kewl." Â If you want to play someone of questionable morality, you have to give them a reason to be that way and set out ways in which their behavior manifests. Â Are they crusaders for what they think is right by doing wrong, Robin Hood style? Â Do they just believe everyone would do terrible things if they had a chance and so they indulge in nihilism? Â Are they sick of society and inflicting their vengeance on it and everyone in it for the cruel life they led? Â Are they simply certifiably batshit-insane and think their local tailor is a plant for the demon-worshipping cult of Scions that must be eliminated and disposed of?
All of those "villain" archetypes are also capable of doing things that are positive for society. Â "Heroes" are also VERY capable of doing wrong by society, thinking they are doing what is right and only screwing the system up. Â Maybe they're too strict, too fascist, maybe they have a tendency to be too lenient to terrible people or not forgiving enough to people that stand a chance of redemption.
Really, the best you can do is play a character, not a concept. Â Focus less on heroism and villainy, more on consistency. Â Make sure people are doing things for a reason, not simply to fill a role.
One, the D&D style order/alignment scale is great for beginning roleplayers who need a grasp of the basics. Â You should discard it at your earliest possible convenience; nobody thinks like that. Â Essentially, the D&D morality scale is built as a summation of two basic character traits, selfishness v. selflessness and discipline v. capriciousness. Â Not only is this a very limited scope of morality, but it's also somewhat inaccurate. Â Many people are willing to be selfless to a point, and sometimes they're willing to do something incredibly selfless on the spur of the moment, but are otherwise selfish pricks. Â Real morality, and realistic characters, have distinct personalities made essentially from a set of stock beliefs modified by their histories.
In short, heroes and villains are decent concepts in the early string of things, but they're really not something you should aim for. Â For instance, Orleans Ignacius is a criminal, a mercenary, a murderer, and all sorts of terrible things. Â He's essentially a thug for hire. Â I wouldn't necessarily call him a villain, though. Â He himself is capable of incredible acts of kindness and selflessness; he simply doesn't see the world the same way many of people do. Â He's something of a ronin, someone roaming haphazardly through life while trying to maintain some semblance of discipline in his life, earning money for himself but ultimately looking out for his partners and organization. Â It's hard to say he's a villain when he's just as likely to look out for the little guy out of a sense of justice as he is to kill him for crossing the wrong people.
The second point is that, based on point one, don't play a hero or a villain. Â Play a concept a bit less nebulous. Â Everyone's doing what they think is best; there aren't many people out there saying, "I'm screwing people over and it's absolutely fine to screw people over because being evil is kewl." Â If you want to play someone of questionable morality, you have to give them a reason to be that way and set out ways in which their behavior manifests. Â Are they crusaders for what they think is right by doing wrong, Robin Hood style? Â Do they just believe everyone would do terrible things if they had a chance and so they indulge in nihilism? Â Are they sick of society and inflicting their vengeance on it and everyone in it for the cruel life they led? Â Are they simply certifiably batshit-insane and think their local tailor is a plant for the demon-worshipping cult of Scions that must be eliminated and disposed of?
All of those "villain" archetypes are also capable of doing things that are positive for society. Â "Heroes" are also VERY capable of doing wrong by society, thinking they are doing what is right and only screwing the system up. Â Maybe they're too strict, too fascist, maybe they have a tendency to be too lenient to terrible people or not forgiving enough to people that stand a chance of redemption.
Really, the best you can do is play a character, not a concept. Â Focus less on heroism and villainy, more on consistency. Â Make sure people are doing things for a reason, not simply to fill a role.