Drocket's comment that good players would go "to take out the evil" sort of worries me. I would hope that if there were some "evil" place that a group would not feel so richeous as to go attack it.
Conflict is something that is, I think, necessary in a game. Without some form of conflict, you essentially don't even have a game. Not all conflict is overt: sometimes it can be suble. Even in 'conflict-free' games like Simcity, there's still conflict: its simply in the form of Player vs. Enviroment (usually in the form of traffic problems, in Simcity, it seems....) Even in a game as simple as Solitaire, you still have the conflict between the player and the cards.
When you have 2 groups of players in a game, and go so far as you label one group 'good' and the other 'evil, I don't think you can avoid having conflict between then. The evil players are inherently going to want to take items/power away from the good players, and the good players are inherently going to want to stop them. When you add any level of roleplaying to the table, things automatically become messier (and despite what any of you think, there's a good deal of roleplaying in WoD because the system is build to inherently promote it. You want to bash a dragon and take its loot? Guess what? That was a good action, and you just did exactly what your character would have done (because, again, all players are on the side of good.))
the scope of the shard should be dynamic as well.
I'm not really entirely sure about this. WoD was founded on certain ideas and ideals, and when you stray too far from them, it simply stops being WoD. To me, there's simply something WRONG when an entity outlives its reason for living: its something that I've seen happen far too many times (the Ultima series itself, for example.) The fact is, if and when WoD outgrows its reason for existing, I would actually prefer that the shard retires gracefully rather than become something that its not.