Darvin: This much we agree upon; context is important. It's clear we disagree on how it applies, however, outside of clear-cut cases. I'm sure we'd both agree that no justification could be made for outright genocide (which is why I didn't even bother with the cliched example), while we both agree the justification is very strong in cases of self-defense.
And Godwin's Law was narrowly averted :)
Darvin: As legal principle goes, this is a good one. However, judges, juries and prosecutors do exercise discretion in exceptional circumstances. Situations as you described (binary "either A dies or B dies") almost never occur in real life, and if they do it's a spur-of-the-moment thing that's even easier to defend. It's superb as a hypothetical thought experiment or as a plot for a story. As far as real-life goes, it's pretty far-fetched, so I would not expect to see this kind of situation enshrined in general legal principles.
I'd be interested to see if there is a precedent for a case such as the hypothetical ones you've brought up, but I have neither the time nor the resources to do that kind of research right now.
I only bring up the law to the extent that it reflects the views of certain people on morality, particularly culpability for the death of another. That said, I am now curious if the thought experiment about letting the train hit five people or changing course to hit one person has actually happened.
Darvin: Rather, I'm making a point between the logical inconsistency of knowing something while at the same time having no information about it. The very premise is itself a logical contradiction. I can accept unrealistic thought experiments, but those with a logical contradiction built into their baseline assumptions I object to.
Perhaps I did not make the contested premise clear; it is known that the bomb is under a populated city, but it is *not* known which city is in danger, nor is it known where in the city it might be located.
Darvin: I have different and complementary thoughts on this
Firstly, the kind of people who would permit mass-murder are not the kind of people I would have any faith in to bring about peace and reconciliation. Essentially, because they are willing to commit acts of evil, they will
continue to commit acts of evil whenever they feel they are justified. Factoring in human irrationality and corruptability, I would argue the results would be a utilitarian net loss.
Secondly, I reject the utilitarianism view that suffering of the few is can be offset by the joy of the many. I can accept that some won't have it quite as good as others, but to completely disenfranchise or kill one group of people for the benefit of the remaining groups is injustifiable in my eyes.
I'm not much of a fan of the conclusion reached by my character myself, but I thought it would be an interesting experience to explore the mind of someone after arriving at it, waiting to see if they could ever be redeemed or if they continued to be a titanic wanker.
Funny story, actually: I have yet to run a game of my own, and as a result I have been poring over Planescape setting material. It's a fascinating setting and I am already taking down mental notes for long term campaign goals and quest hooks, not mention starting to get a grasp on the Cant. Anyway, I started reading the Player's Guide to the Planes to make sure I had every base covered, and I found myself absorbed in the descriptions of the various factions that operate in Sigil, and it was an eye opener to say the least. Particularly shocking were the Harmonium. The Harmonium in PST are portrayed as little more than glorified police (which is in fact the role they play in the setting), whereas the book revealed that they were a faction with a rather militant advocacy for authoritarianism. The way the Harmonium sees it, the world it either at peace or at war, with the latter coming about due to differences in ideology and the former attainable only by adhering to one universal system of beliefs (theirs, naturally). In furtherance of their goal, the book specifically mentions that the Harmonium doesn't mind if they have to hit a few heads to do it, indicating that at the very least they are ok with intimidation, at worst that they will resort to murder.
If ever a group screamed "Lawful Good not welcome", it was this one, and yet, the only alignment restriction for joining was a Lawful alignment. One could argue that Paladins were still barred, but given that other factions prohibited certain classes from joining, I'm pretty sure the intent was that Paladins would fit in well with the Harmonium. Granted, this operated under D&D, but from what I have been able to determine, the definitions for alignment types are common between the both of them; ergo, alignment seems to recognize that a character motivated by altruism, respect for life, and concern for the dignity of sentient beings would be perfectly welcome in the ranks of a faction that adhered to the school of thought that they are ok with breaking a few eggs to make the grand omlette of universal order in the name of peace. Given that this managed to get by editorial approval, I think that this serves as evidence that Good characters, as intended by the creative team, can be right warped in the way the values they adhere to, even to the point they take "the needs of the many outweigh the needs of the few" to dark places.
IwubCheeze: I know, I've seen stupid people do stupid things in real life but the problem in DnD games is the world seems mostly filled with do gooder and stupid types. I know stupid evil types in real life but in a DnD setting, it's the norm.
When I first posted this in this thread, I wasn't trying to stir up a shit storm about alignment (very sorry if I have BTW), it was that the dialog options you are given either fall into do gooder or stupid evil types. You may be able to role play a class, but with XP only being given for the "good" deeds, you are pretty much forced into playing a good character. With my previous example before, someone loses something asks you for help, you can only reply in 3 ways, 1 good way (agreeing to help) and 2 stupid evil ways (telling him to go away, laugh at his plight, threaten him whatever). If I could answer with something like "Well, I am pretty preoccupied with other jobs at the moments but I will keep an eye out for you" I would feel much better because considering your situation, this is a much more sensible reaction.
Just want to reiterate my beef really doesn't have anything to do with alignment in and of itself, it's about the game rewarding you for being the "good guy" and penalizing you for being "stupid evil" and in dialog, those are your only options.
Edit: Seems evil isn't the only alignment affected by stupidity. Just talked to the noble in the first Cloakwood area, I agree to help him, the druids come and I get two responses 1) Side with the druids (comment was rather assholey so you know it's the wrong one) or 2) try and negotiate. Select 2 and the druids simply assume I'm with the noble, they attack so I'm forced to defend myself. To think how differently that scenario could have played out if the druids talked instead of stupidly attacking a superior force *sigh*, There's just too much stupidity in the Sword Coast, I swear before I enter Candlekeep, I'm gonna kill everyone in the Sword Coast first.
Edit 2: Definately going on that killing spree now. Just met Takiyah and 2 other shadow druids who were so certain he could single handedly take on my party of 6 and deliver natures wrath with nothing but an ordinary quarterstaves and studded leather armour. Riiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiight!!!!!!
I think I might be more to blame for bringing up the alignment discussion than you at this point (although it seems to be going much smoother than the last time one got started), so don't fret.
As for the encounters... yeah, this is kind of a sticking point with just about any IE CRPG, but particularly BG, which is amazingly heavy on combat with people who should otherwise know better. I guess that's part of the inherent problem with having the DM be a computer, as it only decides that the enemy should flee when they fail a morale check as opposed to realizing they are outnumbered and outclassed in every respect, and has no qualms with having the enemy decide that they are done negotiating even when it is clear fighting would be suicide.