[MENTION=18]Ruin Explorer[/MENTION] - your posts 215 and 216 are very good, but unfortunately I can't give you XP at this time.
What you describe in these posts is, to me, an example of excellent paladin/cleric play - the conviction that miracles happen, and that divine providence is both a mystery and an inevitable reality. And a parallel conviction that human choices have to be humble in the face of that reality.
In my experience, it's not always easy to predict which way players will go with this sort of stuff. For instance, sometimes they (via their PCs) might express the view that they are agents of divine providence in the gameworld, and hence have their PCs do something that the GM wasn't expecting, and perhaps isn't even comfortable with. Your group decided to save the babies. Their humility is displayed by choosing to do the right thing, and not taking it upon themselves to be the sole authors of whatever consequences ensue - the miracle of redemption is always possible, and it's not their place to foreclose the matter via murder.
I could imagine a different group, by reasoning along very similar lines, might decide to kill the babies - they have been sent as agents of providence to free the world of the scourge of orcs, and if that means killing babies then so be it. What the babies did to deserve death, and their fate in the next life, is a matter for the gods to know - mere humans don't take responsibility for such matters.
I think the fact that different players, playing with basically the same tropes and thematic outlook, can come to very different responses, is an excellent reason for the GM to let the events of play take their course. When I GM an RPG, what I am hoping and looking for (among other things) is to see my players engage in a sincere and spontaneous way with these sorts of thematic issues. I want to be moved, surprised, sometimes even enraged, by their choices! Sticking my bib in as GM, to tell them how they should really choose, would be self-defeating and pointless.
I think this is another good point. If my players come at a situation in a different way from me, because of their particular moral, aesthetic or other emotional/evaluative response, why would I want to force them to disregard their own reactions and embrace mine? Why would I want to turn their PCs into characters they would prefer not to identify with?
Like [MENTION=22779]Hussar[/MENTION] said, in commenting on this episode I can only talk about what's been presented, and use it to make some more general points about my own approach to GMing.
Was the paladin being appropriately faithful/trusting? Or hubristic? Or cowardly, as the player of the rogue alleged? I don't think it's my job as GM to stipulate an answer to this by playing the paladin's god. If the d20 roll comes up 18, the paladin was in the right! If the whole things turns into a fiasco, and his companions shun him or jibe him or make him pay for the Raise Dead or whatever, then it turns out he was wrong, and was being hubristic.
To me, it's a bit like the player of any PC coming up with, and then trying to implement, a wacky plan and other players criticising it as too risky, too crazy, whatever. Let the play of the game, the roll of the dice and the responses of the players to what actually happens sort it out.
If the GM is going to decide in advance what does or doesn't count as good play - via the sort of "micromanaging" that GSHamster describes - then what is the role of the players?
It is true of the PC that he is sworn to carry out his god's will. But the player is there to play a game, not just to dance to the GM's tune.
It's one thing for the GM to provide the player with relevant information (eg that the chance of successful turning is very low). But if the player decides to continue taking that chance (eg because the player has decided that the chance of success in melee is comparably low or even lower), then I don't see that it's the GM's job to step in and micromanage.
I don't agree with this analysis.
One of the PCs in my 4e game is a drow sorcerer/bard, who is also a Primordial Adept (theme) and Emergent Primordial (epic destiny), in the service of Chan, Queen of Good Air Elemental Creatures. The same character is also a member of a secret, primarily drow, sect that worships Corellon and is devoted to liberating the drow from the yoke of Lolth and undoing the sundering of the elves. He wears a symbol of Corellon which (being a symbol of the god of magic) lets him recall a low-level spell once per day (a bit like a Pearl of Power; in the 4e system it is a species of divine boon from DMG2).
This character is not a reskin. But divine (or quasi-divine, in the case of the primordial Chan) entities are as central to the play of this character, arguably moreso, than they are to the play of the cleric-ranger in the party (who is an undead and demon hunter devotee of the Raven Queen, but who mostly remains aloof from the theological arguments that increasingly break out among the other PCs).
D&D, at least as I play it, is a game in which supernatural forces are rife, and real, and play a role in the lives of characters beyond those with the divine power source. This approach is the clear default for 4e, but I think has been an implicit approach in other editions too - eg the war between Law and Chaos in early D&D and B/X, and the role in the Greyhawk campaign of gods, demigods and demons that Gygax talks about in his DMG. I think it makes for fun and satisfying high/gonzo fantasy RPGing - the tropes are readily available and reliable, the stakes can be drawn clearly yet have a degree of thematic depth and resonance, and it marks a difference between fantasy gaming and simply mediaeval gaming with a veneer of magic on top. (Not that there's anything wrong with the latter - but I personally wouldn't use D&D for it.)
In this style of game, leaving the players with a meaningful sphere of action means the GM leaving it to them to decide, to a significant extent, what the gods demand and what counts as honouring those demands. For instance, with the sorcerer I mentioned, it is the player who has decided that this cult exists, and that Corellon wants them to undo the sundering of the elves, and hence that the proper attitude towards Lolth-worshippig drow is pity rather than hatred. I'm not going to step in and rewrite all this - that wouldn't make for a better game. My attitude towards the player of a paladin or cleric is the same.
I don't really understand this point - I agree that D&D has an implied setting. But as I've tried to explain, both in my previous paragraph and in my quote from Gygax and in my reference to the Law/Chaos war that was an element of earlier D&D, I think an inherent aspect of that implied setting is that not just the clerics and paladins are bound up with supernatural forces.
This sounds like an allusion/reference to something, but if it is I've not got it, sorry.
But treating it literally - my problem is with a GM unilaterally contradicting a player's conception of his/her PC, and what is proper for that PC, and on that basis rewriting the PC. If the player and GM want to rewrite the PC together - eg the player deliberately chooses to have his/her PC turn on his/her god - then that's a different thing altogether. And, as I said, there is plenty of material over multiple editions of D&D to support the player and GM working out consequences together.
I don't think anyone is asking you to play the same as them. But I don't see how the 5e paladin (as presented, say, in the last playtest packet with one LG and one LN/N oath) makes it hard for you to do what you want to do.
I don't use baby orcs/goblins whatever - when the PCs in my game assault goblin or hobgoblin fortresses there are no non-combatants. They've never asked where the children and civilian goblins are, and I've never felt any need to address this.
Prisoners, on the other hand, are a recurring part of my game. The wizard/invoker has a habit of killing them, which shocks the other PCs (and their players). More often , prisoners are released on their own parole, after swearing appropriate oaths etc. Except in one or two special cases where it was known to the players from the get-go that the prisoner was not going to keep faith, the whole table has always taken it for granted that these prisoners keep their word and don't go back to their lives of wrongdoing. Or to put it another way (which fits with your comment about "valuable table time") - the decision to parole the prisoners is about the players expressing their PCs' values; it's not about setting up a potential challenge/threat to recur in the future (the exception being that small number of special cases where it's obvious in the whole situation that this is what is happening).