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Stupid Neutral: Difference between revisions

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== Live Action TV ==
* The royal court on ''[[Kings]]'' bounce David around so much -- changingmuch—changing alliances, pitting him against each other, it feels like they change sympathies solely to hammer into you that it's a morally ambiguous world.
 
 
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* This is the MO of the Rilmani of ''[[Dungeons and Dragons|Dungeons & Dragons]]''. They're anthropomorphic personifications of the Balance, and will take steps to ensure that balance.
** Early editions of the game strongly suggested that this is how druids (who were always supposed to be true neutral) should behave, basically stepping in to support whichever side is weakest in any given situation. 3rd edition relaxed things a bit by requiring druids to be only partially neutral, implied that their previous methods (flip-flopping one's agenda and allegiances) fostered chaos more than anything, and suggested that true neutrality was more about detaching oneself from concepts of ethics and morality than about maintaining an arbitrary balance.
*** This still seems a bit odd, however, as somebody with no morals or ethics is going to be chaotic evil. The alignment system in D&D is usually fairly easy to understand, until they try to explicitly describe True Neutral (which also includes things too dumb to have an alignment, and also presumably Cthulhu and friends who operate on [[Blue and Orange Morality]]). Despite this, the general trend seems to be going away from [[Stupid Neutral]] and [[Lawful Stupid]].
**** Having no morals doesn't necessary entangle being a monster. It can be a worldview that morals have been essentialy made up by demi-humans (let's ignore for a moment fact that it doesn't make much sense in D&D), and they don't want to be constricted by either good or evil. Doesn't mean they get high from killer sprees, maiming and burning, just "live and let other live".
**** The most sensible interpretation of True Neutral is that they are just "normal people," willing to break the law or do somewhat evil stuff, but only if they really have to.
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* This seemed to be the concept behind a majority of the neutral route players of the game [[Nexus War]] before it shut down. you learn to stop trusting "neutral" players rather quickly after the counter for Myrmidons that have senselessly slaughtered your Good character in the night hits double digits.
** The Nexal Champion class even got impressive bonuses to attack and damage for staying as close to 0 morality(min and max values being -40 and 40 respectively) as possible
* Arguably the staff at [[Whateley Universe|Whateley Academy]] are bordering on this. While their desire to provide a safe haven for the superpowered children of both heroes and villains is understandable, their execution of their policy leaves much to be desired-- turningdesired—turning a blind eye to some of the criminal and even outright vicious behavior of many "ethically alternative" students, hiring staff of criminal and even murderous backgrounds, welcoming an [[Eldritch Abomination]] prophesied to destroy all humanity as a student.....
** Part of the issue is the Whateley Charter -- theCharter—the details on which are sketchy, but is an agreement between Superheroes, Supervillains, and Superneutrals to make sure Superpowered children are safe. Presumably, the Supervillains would have made absolutely certain that part of the charter included turning a blind eye to certain amounts of villainy -- rememberingvillainy—remembering that for a villain, learning how to sneak behind authority's back is a vital life lesson. Ultimately, the one thing the Superheroes, Supervillains, and Superneutrals could agree on was going after friends and family is beyond the pale -- thepale—the only way to make sure ''everyone'' wants you dead in the setting is to break that cardinal rule.
*** Unlikely, a neutrality agreement means no crimes or crime fighting. Anyway you don't learn anything about sneaking behind authorities back if they turn a blind eye.
 
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