Not sure if this has been really addressed before in here, if it has please link to the thread and close this. In many Bioware games, and, indeed, RPGs in general, when rpesented with choices/options in conversation or for resolving quests, the "good" choice is almost always the choice that nets the biggest/best rewards. I dislike seeing this dynamic, and I hope that this game addresses that. Just because the "evil" way can be the quick and dirty, doesn't mean it should quantifiably net less reward for the duration of a campaign. Example: Do a quest to retrieve a clan's legendary sword for them, they offer you some gold and their loyalty. Maybe I want that sword, and the clan's allegiance is nothing to me. So maybe I take that sword, worth 3x as much as the gold, but then the clan tries to ambush me later in the game, as opposed to helping me defeat some Big Bad, or reclaim some player housing option (retake a fortress) Just my two cents from my gaming experiences, but I usually play games through at least twice, once as a good aligned, and once as evil (if allowed).