If I want an opponent that will likely only have 15 minutes of fame it's easier to just use a label. Even if they develop into more, it's still a handy shortcut that I can fall back on.
I’m not sure how the label helps you here. As DM, you created the scenario, you know the villain or monster is bad, with or without the label. So unless you’re just outright telling the players it’s evil when they see it, what’s the label actually
doing?
I'm not running D&D as philosophy 501, it's just a game.
Nobody said you should be running philosophy 501?
Kind of a loaded example, though. Life-sucking tyrants are pretty obvious. Whether or not evil, as a label, is helpful for the game/specific campaign comes in other margins.
What I’m not understanding is what those other margins are? Where is it useful to have a label for evil
Having a game in which sides are as clearly defined as good vs evil can be kind of relaxing and fun - no need to worry about the gray morality and the psychological stress that might stem from that. If your campaign's trolls and orcs are twisted mockeries of other creatures (because evil cannot really create, only corrupt), then you know what to do with them. You cut loose and have fun without worrying about offering quarter. You can save that for the people deceived into siding with evil (like, oh say, Dunlendings) rather than being flat out servants of evil. Simplifies things - which is exactly the kind of game play some people want.
Right, sure, I get that people enjoy games with clearly defined sides. These are the good guys, these are the bad guys. But the point is, if your bad guys are actually bad, the evil label isn’t doing anything. The only time I can imagine the label not being superfluous is if the “evil” creatures or characters don’t actually behave in a way that’s recognizably evil. If your monsters act like people, then labeling them as evil gives you permission to kill them without guilt anyway, and personally, I find that pretty uncomfortable. But if your monsters act like monsters, you don’t need the evil label to excuse killing them. The fact that they act like monsters should already be doing that job.
You don't have to, but you don't have to beat around it either. "bad", "villainous" etc. are just other words for evil - and D&D has used the name evil long enough that evil immediately evokes something. No need to play semantic games.
That’s literally the point of the OP though. If you “show don’t tell” why your enemies should be killed, it doesn’t matter if you call them evil or not. It’s semantics. The only time it matters is if your ostensibly evil characters aren’t actually coming across as evil.
1. Because it's a quick throw away encounter and you just want a stat block (even abreviated) and a quick indication of leaning. If you ALWAYS have a paragraph and take that time? go ahead, some people like shortcuts.
I’ll ask you what I asked Oofta then. Unless you’re showing the stat block to the players, what does having “evil” written in it actually accomplish?