I don't quite follow your comment. As I said, I don't understand why a LN character - say, a stereotypical monk - should oppose a CN one - say, a stereotypical bard - any more than a peanut-butter eater should oppose a chocolate eater. They might have the odd snipe at one another, and they never dine together! But they're hardly going to go to war, are they?
But what does the prospect of "lawfuls and chaotics getting along fine" have to do with a conflict between heavenly order and primordial chaos?
The last seems to presuppose a conflict between Law and Chaos that goes beyond simple sniping. If Chaos is actively seeing to undermine Law, and vice versa, in an epic fantasy manner, them simply getting along seems unlikely. How many members of the Fellowship of the Ring thought that maybe Sauron might be a good choice to run the world, so perhaps we ought to give him a chance? Really, that's just politics, right? I mean, I like Aragorn, he's a great guy and fun at parties. But he doesn't really have the political experience to run the North, does he? Whereas Sauron has centuries of experience.
My game does not have lawfuls and chaotics. It has gods and primordials (and their various allies, servants and devotees). The basis of their conflict has nothing to do with one being a monk and the other being a bard. It is grounded in their incompatible attempts to impose their wills upon the world - incompatible because they want to do fundamentally different things with it.
So one wants a Lawful world and the other a Chaotic world, or so I presume. Would not a Lawful character lean to a Lawful world, and a Chaotic character to a Chaotic one? Now, most games I see focus largely on Good/Evil, and Law/Chaos does tend to play out much as you suggest - a bit of occasional sniping, and perhaps the occasional debate regarding tactics.
This is highly contestable for at least two reasons.
Again, not interested in real world history and philosophy of ethics. Once these are tangible forces, many of the questions go away, in no small measure because the assumption of those active forces implements many of the assumptions you cite. I don't need giants to abide by the cube/square law, dragons whose flight and breath weapons can be scientifically duplicated or real world ethical philosophy to play a fantasy game. I don't care that the geography could not exist, that the sociology is all wrong, that those economics could not exist (much like inflation and unemployment could not both be high under pre-1970's economic theory), that the political science is all wrong or that no society could make ends meet under this system of taxation. YMMV.
You seem not to understand what it means not to use mechanical alignment. That means that there is no adjudication of the PC's morality. There is no such thing as an action being inside or outside the character's moral code, as far as the game's mechanics are concerned.
It has been repeatedly stated that the PLAYER defines whether any given action falls within the PC's moral code, so we are assuming all actions are within his moral code. Where a character's abilities are derived from adherence to a moral code, the lack of any negative consequence for a given action presupposes those action were not inconsistent with that moral code ("Hey, Samson, get a haircut!") It seems more correct to say that there are no mechanical consequences for actions within or outside the character's moral code, which removes any need to adjudicate it.
What do you mean that "we cannot gainsay it"? Other participants in the game can gainsay it however they want.
He still has all those powers and abilities gained and maintained by his ongoing state of grace within his moral code. That seems pretty persuasive evidence, comparable to a mechanical alignment system's use of a Detection spell.
In addition to Vyvyan Basterd's point, I would point to freeform social resolution, which I believe remains pretty popular among D&D players. In free from play of that sort, no one (PC or NPC) gets persuaded of anything except as a result of talking things out and then deciding how the character in question would react.
This removes all characters from any binding social mechanics. Resolution is at the whim of the player or the GM. "No matter how persuasive your character is, you can never persuade the innkeeper to part with a free drink" may not fit with some player's concept of their suave, persuasive character, so we remove some character concepts from the game by eliminating any social mechanisms. On the flip side, nothing prevents every player describing their characters as highly persuasive if no investment of character resources in mechanical persuasiveness is required.
While that is not my preferred approach either, it is at least consistent. "The PC can never be swayed without the player's consent,. but NPC's are subject to diplomacy rolls" grants the PC's an ability NPC's can never have, an approach which has never sat right with me.
Some stuff about how default 4e works
You are running together the character with the player. It is the player who provides the GM with a wishlist, not the character (who does not even know the GM exists, unless you're playing a break-the-fourth-wall style of game).
The weirdest thing about this, for me, is the player of a paladin even framing the discovery of poison as a discovery of treasure! Why is that treasure, for a paladin?
From the GMing point of view, the game is built around the assumption of so many parcels per PC per level. If the player of the paladin, for whatever reason, does treat the poison as a treasure then there's one of the parcels placed!
It's treasure if it can be used to accomplish his goals of defeating the Tyrant Duke, so we're into a circle game.
So the Paladin smashes the vials to the floor - "Vile poisons - such a dishonourable villain who would stoop so low." You owe me a different treasure package, GM. "Gold and gemstones! The love of money is the root of all evil. Leave it lie in the filth it leads men to." You owe me a different treasure package, GM. Here's the short list of things my character is not morally opposed to taking as 'treasure'.
Hit point loss can occur for all sorts of reasons. For instance, a player might spend a healing surge to activate an ability of some sort (whether freeform or via a pre-specified power). A player might declare an action - like jumping into some dangerous terrain - that results in hit point loss if it succeeds but not if it fails (because the action having failed, the PC remains stuck in safe terrain).
There are all sorts of ways hit points can be lost beside failing a roll or having an enemy succeed at a roll. This is particularly significant in the adjudication of a skill challenge, because in a skill challenge only the player's roll, so the GM often has to introduce consequences for declared actions by reference to the fictional situation, with player successes modulating those consequences but not necessarily eliminating them all (eg the example from Mike Mearls in DMG2 that I posted upthread, where a consequence for success in helping recapture slaves is a penalty on subsequent Diplomacy checks made to charm slaves).
Once again, I feel that your comments display your unfamiliarity with some of the core techniques for adjudicating 4e, and particularly skill challenges.
Neither the comments by others more versed in 4e nor your own quotes from the rules leave me any more confidence that you were playing "by the book". Your own quotes have all referred to "consequences of failure", yet no failure has been identified. In any case, I find the question of whether it was "by the book" pretty much moot. You're not running alignment by even the 4e book, are you? Why is it in any way important that you be perceived to have run things "by the book"? Clearly, you ran a game that both you and the player enjoyed - who cares whether it was "by the book"?
By way of repetition (4e DMG 2, p 101, author Mike Mearls):
If the characters capture the slaves, they gain a +2 bonus to all skill checks involving guard patrols . . . but take a -5 penalty to all checks involving slaves and those sympathetic to them
Seems like something that applies to all characters, not specific ones who have specific allegiances. Got any where a penalty is specifically applied to a Paladin or Cleric for violating honour or the tenets of a deity, an invoker for ticking off one of his sources of power or a Warlock for breaching his Pact?
The player didn't fail a roll. Failing a roll is not a necessary condition of suffering a consequence.
Yet all your rule cites refer to consequences of failure. If he did not fail, then the result could not have been a consequence of failure, could it?