i still think its just odd game design that despite wotc directing larian to move away from an alignment system, larian/wotc still clearly distinguishes between good v evil story paths while not allowing the pc to select an alignment for roleplaying purposes - even if alignment was something as arbitrary as hair color in terms of game mechanics.

i wonder how/if larian incorporates any feedback to modify an 'evil' playthrough to make it more worthwhile to pursue for the player to even out that 75v25 dynamic, ie quest rewards, companion priorities, ease of completing either story path, etc. i do think that for a dnd game that there should be more than just the 'good v evil' binary choices for this particular scenario, which there are already elements of (ignore questline or murderhobo everyone, etc) but i also think there should be a possibility for creating a truce or temporary ceasefire between the two sides (tho granted a truce isnt really evil) or if you were able to roll (intimidate, persuade, deceive, etc) to cause one of the two leaders of either side stand down in such a way that didnt result in bloodshed but still gave this story line a 'victory' to either the goblins or tieflings (or druids)