: : Hmmm, in a sense, it sounds like the way I was doing for my epic dmod "The Other World". (Go to see my own review about my trailor of TOW. You would understand a little more what I am talking about.)
: : In my opinion about this light vs dark thing, if you can really do any kind of trick, I would suggest that each side has its own different magic spells or even different weapons or armory that you can use. If you lean toward one side, then people on the other side would become your enemies. Magic spells on the light side should be more life enhancing, more defensive and less aggressive, like heal, golden shield, invinsible, and so on. On the other hand, evil magic should be more powerful, destructive, and pure evil. However, in order to keep the game in balance, light side should be able to get more bonus or more defensive armory. People of evil side should be able to do the killing easier, but you might set up the gameplot so that it will be harder to finally fulfill the ultimate goal. Let the light side more resilient.
: : People should be able to finish the game from either side. Light side should have more creative missions to help people (and better rewards), while evil side basically wants to destroy everything.
: dink and the good witches already have a commone emeny. i do not wanna make different items cause dink's evilness will change from all good to slightly evil to wicked, et cetra. it wont just be good/evil. i just want it to be a little thing that effects how powerfull spells are and something else once i figure it out.
Maybe you could base it similiar to The Legend of Zelda. That world had a light side and a dark side. You could let Dink use the light side to power up, meet the witches, etc., sort of a intro that you play. Dink meets everyone, finds/buys weapons and such and then travels to the dark side to fight the baddies.