Since the Paragon/Renegade categories are overlapping, generalizations, and even self-contradictory, and because the Paragon/Renegade system is tied to the sentiment of something when there's the choice rather than the action, there is no categorically objective action-alignment list. Covering up criminals is generally Renegade... except when it isn't with Tali. Genocide is something a Paragon will never do... until they do multiple cases of it. Punching someone is a Renegade interrupt... until it's a Paragon interrupt.2kgnsiika wrote...
You can't redefine what Paragon and Renegade mean in the ME universe. If some action gives you only Paragon points, then it is by definition a Paragon thing to do. You can't try to create a sort of a priori Renegade logic that prescibes what a "True" Renegade must do regardless of whether it gives you Paragon or Renegade points.
Which is to say that being a Renegade is not ultimately the same thing as being ruthless, merciless, efficient, uncompromising, a risk taker, etc. While there's no doubt that the devs try to make Renegade action conform to some sort of logic, the truth is that the only way to perfectly describe a Renegade is to make a list of actions that give Renegade points.
What you mean by "Pure" Renegade is therefore something else than Renegade.
The Renegade/Paragon system has always been (non)defined and imperfectly executed, and in so much as there is one for the big choices it's tied to the sentiments Shepard mentions in the dialogue, as opposed to the player's sentiment for making the action. The game assigns points by the sentiment it presumes Shepard has, which may or may not follow roleplaying views.
It's perfectly possible to have ruthless, heartless, and outright xenophobic rationals (textbook Renegade traits) for Paragon actions that are justified in-game by kindness, mercy, or other Paragon reasons.





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