I think the whole Good/Evil choice in story-based RPGs would be a lot more effective if writers could somehow make the "evil" choice appear reasonable and understandable. Usually it's like, "Do you want to kick this puppy or save it?"
@jakebe "You have always kicked puppies, and that's your heritage. To kick puppies is obviously a good and noble action. How dare anyone infringe on your gods-given right to kick puppies? You're the victim not them."
... Lawful Evil is the alignment of the *real* villains.
It'd be better if the choice was "if you save this puppy, you might be taking it from the owner looking for it" or "you don't have the resources to care for a pet right now".
Make good choices harder; make evil choices require less work. That's the *real* test.