I don't think my use of the language was incorrect, actually. "Deal" means a lot of things and certainly seems to encompass this as per google;
Dragon offers deal "Give me that man and you can live." Dragon gets man, Paladin gets to live, mutually beneficial. Deals don't need to be fair to be deals and you can be coerced into accepting a deal.
Yeah, I don't think it's "skill" because that could be a bit insulting. I often play with completely new-to-ttrpg players and IME few if any would say "OK". There could be many reasons this happened that way but I doubt it is lack of skill on the player's part.
I also don't think it's skill. I think it's how the DM has trained their table -- it has nothing to do with newness or oldness to the hobby, if the DM has never let talking be useful, or never hints that talking is a viable solution to avoid combat, then the DM has trained their table to expect fighting with the sole purpose of removing hitpoints until dead. This is actually pretty common, and it's a common DM mistake to suddenly shift gears in prep and not make that as obvious as a bat to the face for the players and then become disappointed that the players didn't guess how this time it was different.
Use your cluebats, DMs! At least until you've fixed your training mistakes.
And I don't think yours is closer in many ways (shocking huh
). How "soon" is this nuclear bomb going to go off and how many other "few" people could prevent it. Not to mention the fact that the officer in question hasn't been granted divine magical abilities from swearing to serve and protect. All that aside, even in your example "Ok." and just moving on would be questionable to say the least. Just let some random tank go about their business in your city, no questions asked, because you are part of a somewhat small group of people that hope to save the world in the mid-near future.
I am not making a lot of assumptions about what actually happened, because unless it was recorded that's unlikely to be verified. My point was about the paladin saying "Ok" or something very similar, I cannot say whether or not it happened in this case.
First of all I think you are doing more than "adding it back in". The OP said "and continue on the world-saving adventure the party are part way through" that sounds to me like the doctor is on their way to discovering the cure to cancer, not walking to a press conference with a solution in-hand. If they added more details later I missed it. Certainty and immediacy can make a lot of difference, don't you agree? For example; the world is going to literally blow up in 6 seconds, the paladin is a few steps away from a disarm button and nobody else is anywhere near it. Much more excusable than if he is one of a pool of people who might save the world at some point in the future.
Does it? If you think you have the cure for cancer, but it still needs trials, is it more okay to not report it as soon as possible to save as many lives as possible because you're not 100% and it'll still take some time? Morality doesn't really care about immediacy. If I save this person today at the cost of 1,000s tomorrow, that fact that it's a day later doesn't change the calculus. Certainty adds a wrinkle, certainly, but we're talking about either suicide and failing to save anyone or sacrificing one for the chance to save everyone down the line. You said you have a solution to the trolley problem -- what if it's don't switch and you kill 1 to maybe save 5 OR switch and you still kill the one guy, but also now yourself, and you reduce the chance those 5 can be saved? The calculus here is 1 dead maybe 6 saved or 2 dead, less chance of 5 saved. Immediacy and uncertainty play a role, but I don't think it's enough to clearly answer the question.
This is why I absolutely say this is up to the player. If they think this is a bad thing for their character, they should act to take steps to fix it -- atone, do penance, whatever. If they don't, that's on them, isn't it? They're no longer playing the character they though they were. I certainly support the DM asking the player about it. "Hey, Joe, Bob gave that guy up to the dragon. How does Bob feel about that with regards to their oaths?"
Sure, but morality is often about "less bad". For me there is a "right" answer to the trolley problem, but I don't (usually) argue that other's are wrong.
Mostly agree, a GM (in D&D at least, not the case in all games) shouldn't be telling players how to play their character. There is certainly stuff on the character sheet that the GM can clearly effect through the fictional world though; Height, weight, spells, inventory, pretty much everything including alignment. It should be (IMO) because of in-fiction reasons, and it shouldn't tell the PC how to play their character, at all. They should be free to have their character react to what happens in-fiction however they think their character might.
Which is fine if you are upfront about it. Personally, I can handle this sort of thing in other games (not my favorite to say the least) but when it gets pulled in D&D I just want to get up and leave. Luckily only seen it a few times. To be clear, I am talking about what someone(s) said early about having the player decide if the oath was broken, that sort of thing. Not my job as a player and it just sucks the life out of the fictional world if the GM is making me determine consequences for my PC.
Okay, this is kind of frustrating for me because there's not a terribly non-confrontational way to say this. Here goes: if you cannot play a paladin adhering to an oath without having a DM to hold you to it, I question whether or not you're actually trying to play a paladin-archetype character (which is fine, but lets call the spade a shovel). To me, I know my character, and if I'm going to have an important point to my roleplay of that character, I don't need someone else to police it for me. If I play a paladin, then I'm the one that has to feel the oath, it's strictures, and it's import. Having a DM define it according to how the DM thinks it should be robs me of that immersion and also crosses the line of the DM roleplaying my character for me.
Further to the absolute point, if I don't follow my oath, the DM still has a huge array of tools to level consequence that aren't telling me how my character feels or changing my character sheet. I'd have no problem with the actions of the PCs getting around and people treating them according to the choices they've made. Bob the Faithless or Bob the Coward or Bob the Blasphemer are all things I'd level as a DM, but I'll never tell a player how their character feels nor change anything on the character sheet. If I think that the player is abusing the game, that's not an in-character thing -- we need to have an OOC chat about play and what everyone at the table wants.
I see zero value in allowing the DM to define my character for me in any way. And, if you feel that considering your own character's moral situation pulls you out of the fictional world, it's possible we don't have enough common ground to discuss this.