ZephrC said:
Maybe we should try to come up with less loaded terms to cover these alignment axes. Like maybe instead of good and evil you could just have selfless and selfish. I'm kinda having a harder time coming up with a pair of opposites for Law and Chaos that don't paint one or the other in an extremely unflattering light, which seems kinda odd. Mostly I'm actually coming up with stuff like freedom or practicality for chaos though, so maybe that has more to do with my viewpoint than with the available vocabulary.
Good and evil are perfectly fine in D&D.
I like to liken the Good/Evil axis to a mountain over the most magnificent landscape ever, with Evil at the bottomless base, and Good at the top.
Its difficult to climb to the top of Good Mountain, but the reward is worth the effort, and while it's easy to Fall to the bottom into Evil, it really, really sucks once you get there (The Elevator at the base is Out of Order, contrary to the signs), and even the demons want out, or at least to pull others down with them (Misery loves company). How high any specific creature comes depends on the weight of their evil tendencies and sin, and (in)ability to work with each other to climb to Good. Good acts lighten a character's burden, allowing them to climb higher on their own (And from there, they usually help others climb as well. A brief sacrifice in altitude grants them an even lighter burden for their generosity and compassion, as well as a partner to help them climb the rest of the way.) Most Good people know Everyone should be at the top, and therefore are willing to help them.
Some people are selfish, but not malicious. They can get pretty high on the mountain (especially if they do Good deeds to lighten the burden), but generally won't reach the top alone. It's easy to fall to the bottom alone, though. On the other hand, it's possible for someone to pull those above him down to or below his own level. Not all social people are Good, and not all selfish people are Evil.
Because the mountain's over the most scenic landscape ever, you are still rewarded with a better sight at every point along the climb, to prevent people from giving up in discouragement. The taper does not affect how many people can be at any point, but does give a wider angle of the view.
In some real-world mythologies, the weight-reduction of Good Deeds are Lighter-than-Air balloons that will only get you so high before they stop lifting, requiring other's aid to get higher, and some say there's a guy at the top willing to take the burdens of Evil deeds off you, if you let him.
...But more on topic, it's best for a Campaign to use the moral and ethical compass the players agree on. The Agency Theory of Fun would ensure Good characters are fun to play because you actually feel like a Good character (and not just some arbitrary designation by an incomprehensible Karma Meter), since virtue really is it's own reward (Do I have to link to TvTropes to illustrate? Good Feels Good). But, it is still fun to play certain evil characters as well, thanks to the Agency Theory of Fun
and character disconnect. You actually
can do evil things you've always wanted to try, but in a way nobody gets hurt or suffers.