I must admit, as ref, I didn;t push ethics at anyone in Traveler (I did in D&D but that's a very different tube of goo).
I set up adventure hooks and with a clear gradient of :-
i) Good guys choose door one
ii) Cash hounds choose door two
and they alway chose door two - After doing this for a little while (two years - I was young at the time) we had a long chat about what they actually wanted - they wanted to do plots from books - instead their players followed plots from real life (well sorta).
After discussion they wanted to keep following the money but agreed to doing good deeds when I guilted them into it.
In D&D I've had players who are morally neutral (I class that as CE) as well as actively EVIL (mostly LE) and even Psychopathic (NE/CN). Of these the only ones that were really memorable were the hidden psychopaths(two of them). Bad things would happen to nearby strangers and it often took a long time for the players to draw the causal link. Eventually the player would have to roll up a new Char, but the other players loved having someone who wasn;t the DM mess with their heads. One of my Psycho players was also a decent artist so they would spend most of their time distracted "doodling" and showing me their work - with long notes on the opposite page - nobody realised they were passing the notes, so they could get away with murder (as well as general skull duggery). After the game we showed the other players what had happened - priceless.
But none of the really EVIL players lasted more than a couple of games - most people would rather feel like heros. Evil is boring.
I set up adventure hooks and with a clear gradient of :-
i) Good guys choose door one
ii) Cash hounds choose door two
and they alway chose door two - After doing this for a little while (two years - I was young at the time) we had a long chat about what they actually wanted - they wanted to do plots from books - instead their players followed plots from real life (well sorta).
After discussion they wanted to keep following the money but agreed to doing good deeds when I guilted them into it.
In D&D I've had players who are morally neutral (I class that as CE) as well as actively EVIL (mostly LE) and even Psychopathic (NE/CN). Of these the only ones that were really memorable were the hidden psychopaths(two of them). Bad things would happen to nearby strangers and it often took a long time for the players to draw the causal link. Eventually the player would have to roll up a new Char, but the other players loved having someone who wasn;t the DM mess with their heads. One of my Psycho players was also a decent artist so they would spend most of their time distracted "doodling" and showing me their work - with long notes on the opposite page - nobody realised they were passing the notes, so they could get away with murder (as well as general skull duggery). After the game we showed the other players what had happened - priceless.
But none of the really EVIL players lasted more than a couple of games - most people would rather feel like heros. Evil is boring.