LostSoul
Adventurer
Game 1 is a little loose in fear of dark side. Game 2 is like Russian Roulette: Are you ready to take the chance?
I'd put it this way: how far are you willing to go in order to get what you want?
In example two there is no baseline to begin with and thus time must be spent defining what is or isn't a dark side act (or else the same problems that so many complained about with the 3.5 Paladin's code and alignment will quickly arise). The DM has no examples to draw from and there is still the very real posibility that no matter how much beforehand discussion takes place...all the people in the group still aren't on the same page as far as what is or isn't a dark side act even after play has begun. There is also the distinct possibility that with numerous, even just slightly, divergent views on what the dark side is... eventually the dark side itself becomes meaningless as far as theme, narrative or anything else beyond it's effect of removing one's PC.
I mean what happens if I don't ask for extra dice (call on the dark side) but I use the force to slaughter an audience hall full of innocent people... is it or is it not a dark side act since I didn't ask for extra dice?
You don't have to worry about bickering about "Is this Dark Side or not?" stuff, unless you want to play "let's simulate the SW universe" game, where someone would get pissed off if you said, "No, releasing anger in a healthy way is not a bad thing." "But that's not Star Wars!" etc.
In the second game, no one player can declare if an act is a "Dark Side" act or not; PCs can take any action they wish without penalty (such as losing Paladin abilities) until they cross that line and the PC is removed from play. But players can choose when that risk is worth it.
If players are not on the same page - if someone thinks that slaughtering an audience hall full of innocents is worth it for the greater good and someone else thinks that person crossed the line - that's conflict and it makes for good drama. Then the limbs start getting chopped off.
And what does it say when the guy who's fighting for the memory of the innocents calls on the Dark Side?
I guess the point is that any action may be wrong or it may not be, but the rules don't decide that. The players do. They explore those themes through their characters.
I think this side-discussion is a distraction, though you can fork it if you'd like to talk about it more.