One needs to keep in mind that the ideas of good and evil and neutral are not emblazoned on people's foreheads. All characters act with a degree of personal desires and common sense, and things mostly come down to "how greedy" a character is, and how firmly aligned it is with a god, institution or race.

There are all manners of goings on happening in the world- it's pretty chaotic and giant alien spaceships seem to be crashing into fishing villages at present. Goblins are running amuk, weird gnolls popping out of hyenas, and the region seems to be in a world of sh*t.

Larian has it's work cut out for it in trying to cover all bases with such a high degree of intense well written conversations. As a gaming conceptual artist/writer myself, I think that what is in place is quite amazing thus far- but- it's going to take a long while to sort out all the crazy crap players will try to do, and ironing out the number of possible dialogue issues with people popping this guy with poison arrows, tossing another guy off a cliff, charming another's pants off, and pickpocketing another's weapons. It all adds up to endless possibilities.

What we need to do is just let 'em know what we discover- that's all. Let them sort the good, bad and the uglys from there.

The way Larian handled the dialogue, characters and events in DOS ii resulted in some of the very finest roleplay and story in all computer gaming, in my opinion. It took time to get there too. BG III, here in early days, is shaping up to be similar in quality of life- but we should expect lots and lots of crazy issues, bugs and unfinished story options in such a gigantic and awesome structure, before it reaches a finished state.

Just my two gold worth!