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?"

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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.

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