Just because a given culture practices slavery and believes it to be both lawful and good doesn't mean that they're right.
All IMC, of course. YMMV.
My mileage is the same as yours on that.

Just because a given culture practices slavery and believes it to be both lawful and good doesn't mean that they're right.
All IMC, of course. YMMV.
For what it's worth, in my campaigns, evil is evil and good is good. But what's "socially acceptable" varies.
Compassionate release of criminals is an element in many legal systems, for the US to China. http://en.wikipedia.org/wiki/Compassionate_release
Nice way to weasel yourself out of the discussion. Problem is that this is the most similar situation we currently have to this situation in WW1. But of course it doesn't apply.
I just don't ... arbitrarily decide what is good and what is evil. I determine what my NPCs think about it, players are free to decide what they think. There are ... no external, absolute judgement on who's right and who's wrong. Because of that, players' ... are not forced to follow someone else's values.
... It's even more important because moral views of particular players may differ ... it may easily be perceived as offensive. If setting's morality is far enough from our own, it's obvious that it's fictional and not a judgement on players.
[MENTION=25619]haakon1[/MENTION]: You see, I also believe that real-world morality is absolute. And I don't agree with something you listed as obvious.
I think it shows perfectly why bringing real-world morality into a game is not a good idea. If one of us ran a game and based the in-setting absolute morality on their own beliefs, the other one would probably be offended.
It's not about real-world morality being subjective. It's about not trying to force a moral system on other players.
But thats exactly what you do, even when you base the morality of the setting on "generic fantasy black & white".
Of course, the other solution is to drop alignment entirely. That rather neatly bypasses the whole issue.![]()