In my articles from the early 1980s I often characterized the typical D&Der as a hoodlum (hood). You may know them by many other names: ruffian, bully boy, bully, bandit, mugger, gangster, terrorist, gunman, murderer, killer, hitman, assassin, hooligan, vandal, and more. Has anything changed?
According to D&D Beyond, as reported by Morrus, the most popular alignment after Chaotic Good is Chaotic Neutral. I doubt the preponderance has changed much since the 80s; it might even be more common today in an Age of Instant Gratification thanks to the Internet. Even 40 years ago, most players wanted their characters to act like more or less Chaotic Neutral hoods, doing whatever they wanted but not responsible for what they did, able to act like hoodlums but not suffer the consequences of being of actual evil alignment. And they wanted to be called “Good” at the same time.
Fundamentally, this is a desire to avoid all constraints. Which is fairly natural for people, in general, though rarely attainable. But a game is an agreed set of constraints on behavior within the “magic circle” of the game. And some games have constraints that ought to affect the chaotic neutral character's behavior.
The typical hood wants to be able to do whatever he wants to, to other people. Occasionally killing one, or something just as evil, that’s OK as long as it isn’t excessive. In another context, I saw someone ask why so many people disliked a certain person as a liar, because after all he told the truth more often than he lied! That would be ideal standard for a hoodlum, but most people don’t see it that way. Key to this behavior is a desire to avoid responsibility, very common in the real world too - people wanting to do things without facing the consequences (taking responsibility).
The question is, how does “the game” see it? Taking D&D as the obvious example, we have alignment as a guide to behavior. The alignment system in D&D was designed (I think) to provide constraints on character behavior, so that games wouldn’t devolve into a bunch of murderers having their way with the game-world. Certain alignments have advantages in civilized society, some don’t. In uncivilized society, other alignments might be preferred. Chaotic Neutral (the alignment hoodlums gravitate to) should be a disadvantage in civilized contexts because it doesn’t include/condone permission to kill people whenever you feel like it (as long as you don’t do it often!). Yet that’s how players want to treat it. That’s Evil, and if you behave “evilly” you’re going to be in an Evil category, which makes you fair game for a lot of adventurers.
I’m not saying killing is necessarily evil, e.g. in wartime it’s expected that you kill the enemy if they won’t surrender. It’s the “senseless killing,” killing for sheer personal gain or enjoyment, that sets apart the hood (who wants to be called Chaotic Neutral, or better, Chaotic Good), and of course the “officially” Evil characters as well.
D&D GMs who feel that constraints make the game better, will enforce alignment and make clear to Chaotic Neutral types that they can easily slide into Evil alignment. Those who aren’t interested in constraints, will let the C/N types do just about everything they want to do without consequences. In other rule sets, who knows . . .
Of course, Your Mileage May Vary. If everyone wants to be a hood rather than a hero, and the GM is OK with that, so be it. It’s when you run into players who think (as I do) that these characters are the worst -- certainly, not someone you would want in your party! -- that we encounter problems.
According to D&D Beyond, as reported by Morrus, the most popular alignment after Chaotic Good is Chaotic Neutral. I doubt the preponderance has changed much since the 80s; it might even be more common today in an Age of Instant Gratification thanks to the Internet. Even 40 years ago, most players wanted their characters to act like more or less Chaotic Neutral hoods, doing whatever they wanted but not responsible for what they did, able to act like hoodlums but not suffer the consequences of being of actual evil alignment. And they wanted to be called “Good” at the same time.
Fundamentally, this is a desire to avoid all constraints. Which is fairly natural for people, in general, though rarely attainable. But a game is an agreed set of constraints on behavior within the “magic circle” of the game. And some games have constraints that ought to affect the chaotic neutral character's behavior.
The typical hood wants to be able to do whatever he wants to, to other people. Occasionally killing one, or something just as evil, that’s OK as long as it isn’t excessive. In another context, I saw someone ask why so many people disliked a certain person as a liar, because after all he told the truth more often than he lied! That would be ideal standard for a hoodlum, but most people don’t see it that way. Key to this behavior is a desire to avoid responsibility, very common in the real world too - people wanting to do things without facing the consequences (taking responsibility).
The question is, how does “the game” see it? Taking D&D as the obvious example, we have alignment as a guide to behavior. The alignment system in D&D was designed (I think) to provide constraints on character behavior, so that games wouldn’t devolve into a bunch of murderers having their way with the game-world. Certain alignments have advantages in civilized society, some don’t. In uncivilized society, other alignments might be preferred. Chaotic Neutral (the alignment hoodlums gravitate to) should be a disadvantage in civilized contexts because it doesn’t include/condone permission to kill people whenever you feel like it (as long as you don’t do it often!). Yet that’s how players want to treat it. That’s Evil, and if you behave “evilly” you’re going to be in an Evil category, which makes you fair game for a lot of adventurers.
I’m not saying killing is necessarily evil, e.g. in wartime it’s expected that you kill the enemy if they won’t surrender. It’s the “senseless killing,” killing for sheer personal gain or enjoyment, that sets apart the hood (who wants to be called Chaotic Neutral, or better, Chaotic Good), and of course the “officially” Evil characters as well.
D&D GMs who feel that constraints make the game better, will enforce alignment and make clear to Chaotic Neutral types that they can easily slide into Evil alignment. Those who aren’t interested in constraints, will let the C/N types do just about everything they want to do without consequences. In other rule sets, who knows . . .
Of course, Your Mileage May Vary. If everyone wants to be a hood rather than a hero, and the GM is OK with that, so be it. It’s when you run into players who think (as I do) that these characters are the worst -- certainly, not someone you would want in your party! -- that we encounter problems.