@Timmyboi
I just went through Dark Urge and a couple good playthroughs before that. There's basically one major Dark Urge event each act, and then a series of different responses you can give to various NPCs that are Dark Urge specific. This all culminates in the reckoning in Act 3.
Dark Urge definitely has drawbacks:
- You'll likely lose multiple companion characters you'd otherwise have access to on the good playthrough (Wyll, Karlach (even if you don't torch the grove)) are first off. Jaheira, Halsin, require a very specific dark urge playthrough if you intend to keep them long-term.
- Some side quests (and by extension cool items) will be inaccessible as a result of the lost companions (the awesome rapier that summons a Cambion which Wyll gets for example)
- If you take all of the dark urge (incentives), you'll lose NPC merchant access as well in Act 2
- Dark Urge is much lonelier than the good playthrough for sure
You 'can' be truly evil, but only in the context of sabotaging the good missions. Larian did not put a lot of 'evil' quests into the game. That's the downfall of it I think. Furthermore, the Urge playthrough is even more derailed by Act 3's screwed up pacing than a good playthrough because it's so linear. Most of Act 3 are comprised of 'good' quests. (Save someone from poltergeists, save someone from a hag, find a serial killer, save someone from being torched by a mob, save a political figure etc). It would have benefitted by having opposite storylines (harvest the poltergeists to increase your power, ally yourself with the hag, become a serial killer, lead the mob, capture the political figure). See what I mean?