Options for good/evil people mostly: not taking gold when you are basically helping out out of kindness (miller, farmer, some deliveries, etc.). Make 'good' endings: no gold, a little more xp, 'evil' endings with and intimidate check to get more stuff.
Or something along those lines.
And please make it so evil is more rewarding. I hate the fact evil people revice like 50 more gold but no XP when doing evil things in most games. While good recives 50 less gold but a lot more XP.
A well intentioned idea, although I'm not certain about the implementation however and what it would entail for certain kinds of characters (paladins, etc.) For example, Newb Pally logs in and runs a few deliveries to get level 3 and some starting equipment. Sounds reasonable, right? But then DM X arbitrarily comes by and says, "Oh, you're extorting that elderly woman for oranges?" and hits him up with a handful of evil points for not picking something that was originally intended as optional.
My thought is one path shouldn't be arbitrarily more rewarding for any reason unless one of the dynamics of your game is forcing some type of morality (or lack there of) on the playerbase. Beyond the standard Persuade/Intimidate checks at the end of certain QAs, which in my opinion are attempting to make different sorts of skill investments pay off mechanically, I am against this.
My favourite ending is one delivery where if you pass the Bluff check you get double the reward, but if you fail it you get no reward, just XP. I would like to see quests changed so that you have more opportunities to "gamble" using Bluff or Intimidate.