Your assessment of my players is about as reasonable as me asserting that you, yourself, must be an egomaniac who, if trusted with any power to actually adjudicate the game, will use it only in the most arbitrary fashion and override any choice the players may have to play their characters.
I take it from this that you don't have baby-throat ripping players. I know I don't. So why do you keep bringing up players who are not part of either of our play experiences? What does thinking about them add to my understanding of how my game does, and might, work?
I am not the one arguing that each player may independently decide whether their character's actions are, in fact, Good or Evil.
Nor am I. I am arguing that the game does not require any such judgement to be imposed in order to progress, and in fact can better progress if no such judgement is imposed as part of the action resolution mechanics.
On the contrary, given your obvious concern with playes who play torturers and murderers, I can only assume that you have many players who lie about their character's personalities and moral inclinations!
Huh? I have no such concern. I only discuss the issue because you, and some other posters, keep raising it. Do you really need me to point you to your earlier posts upthread, where you posited such examples as the paladin of the Raven Queen who rips out the throat of a child, or the paladin (of some unspecified god) who tortures a peasant to gain information?
I present the extreme example of the players being able to set their own moral choices with no adjudication.
<snip>
I thought appropriate actions were not obvious, so the player must be allowed to apply whatever moral judgement he sees fit, and this moral judgment would become that of the code he follows, be that the Raven Queen or the Demon King.
There are multiple issues here.
First, absolutely the players in my game are allowed to make whatever moral judgements they see fit. This is both true in general terms - I honour freedom of conscience in my games, and don't try to force my players to subscribe to any particular moral conception - and also in the sense of evaluative response: just as, when I see a movie with my friends, we might disagree over what evaluations, if any, should be applied to the characters and the events within the film, so the same is true when playing D&D.
Second, if a player wanted to play a PC who was a wanton murderer, what makes you think that player would choose to worship the Raven Queen (or Bane, or Pelor), rather than (say) Gruumsh or Orcus or Demogorgon? The Raven Queen is a god of death, of fate, of winter. Not a god of murder. There are other beings in the 4e cosmology who fill that role.
You seem to me to be assuming, but without real explanation that I can see, that somehow a player will get an advantage if s/he presents his/her PC as a worshipper of Pelor, but plays his/her PC as a murderer. I can conceive of games where this might be so, but mine is not one of them. I would be interested in seeing you address this issue head on.
So is Asmodeus maybe Good in your game? Can I have my Paladin be a devoted servant of the High Moral Path of Asmodeus? Or has someone made the judgment call in advance that the Raven Queen is Good and Asmodeus is Evil? if so, how can we tell, when any action taken by the PC's may be Good or Evil, based on the moral code that only they may define?
I don't really follow this. In 4e the Raven Queen is unaligned (and would be neutral in 3E alignment I think), as are the 3 PCs who follow her. One of those PCs is also, somewhat reluctantly, is allied with the archdevil Levistus and the war god Bane, both of whom are labelled as Evil in the 4e rulebooks (and would be LE in 3E alignment).
Of these three, only one is a paladin in both the technical sense of class choice, and in the archetypical sense of playing a warrior called by the divine who conceives of his whole life in terms of honouring the Raven Queen through his conduct (from such minor things as sleeping standing up - only when he is dead will he lie on his back - to such major things as leading the party against Torog's Soul Abattoir, where the souls of those who die in the Underdark are subjected by Torog to brutal torture). I think a paladin of Asmodeus or perhaps Bane could make sense - these are entities whom a divine warrior might honour through his/her conduct. Vecna or Torog I can't really see, but I can't say I've devoted that much mental energy to it.
The other two PCs are a ranger-cleric, who serves the Raven Queen by hunting down the undead and demons to whom she is opposed; and an invoker/wizard, who serves the Raven Queen together with a suite of other entities (besides Bane and Levistus already mentioned there are also Ioun and Vecna - both gods of knowledge - and Erathis, a god of order (both earthly order and divine order) and at least sometimes Pelor). Neither of these PCs sets out to honour the gods they serve through their conduct in the way that the paladin does. And the invoker often finds himself in tricky situations, where making choices is hard.
If all three are telling me "And this is the One True Way under the Code of the Raven Queen, who grants my Holy Powers", it hurts any semblance that the Raven Queen is granting power to her followers based on any actual moral precepts.
Whereas I have no trouble with this at all.
In the First World War, there were Christian clergy both in France and in Germany telling soldiers of each country that God was on their side. Presumably not all of those clerics were correct, although this is perhaps not self-evidently true (eg maybe military service to one's country is a very important value in the eyes of the divinity). Yet they continued to serve as clergy.
There are any number of reasons why the Raven Queen, like any other divine being, might tolerate error and disagreement among her servants yet not strip them of their powers. After all, it is notorious that such beings move in mysterious ways.
And turning this from in-fiction to play-at-the-table, the main aim of play in my game is not for the players to discover what I, as GM, regard as the true moral code of the Raven Queen. It is to play their PCs and find out what happens when the stakes get high. Why would I want to shut down such play by intervening on the basis of some stipulated solution to a moral question?
So what happens to the character whose powers are granted due to his devotion and service to the Raven Queen, when he is determined, after many game sessions, to have opposed her wishes routinely throughout his adventuring career?
To me, this is like asking what happens when you think the other character your PC is adventuring with is a reasonable guy, and then he suddenly executes half-a-dozen unconscious prisoners without warning. I don't think the game needs an algorithm for this - it's precisely the point of playing the game to make these sorts of decisions.
The particular issue with the Raven Queen has never come up, so I don't need to decide yet. If it comes up, I'll deal with it then, drawing on all the resources that the context and history of play give me.
I actually don't think this issue is all that likely to come up, as it happens, but comparable issues - mostly around divine order vs chaos - are increasingly coming up in my 4e game, and I personally devote my mental energies to thinking about these actual play questions rather than hypothetical ones. A big practical factor in D&D is the centrality of party play, which creates a fairly strong pressure at the table not to do stuff, nor to respond to stuff, in such an outrageous way that party unity is no longer feasible. (You can see this in the very common response to a PC "falling" in D&D - s/he is taken out of the game and becomes an NPC.) This does not come up in one-shots in the same way, nor in systems that can better mechanically handle ongoing conflict between and disunity among the PCs.
I'm actually surprised that no one on this thread has defended alignment in these terms, because that is certainly one way I've seen it used: eliminate intra-party conflict by having the GM tell players the limits of their permissible choices for their PCs. (To do this job, GM-enforced alignment needs to be combined with a "no evil PCs" rule, but that has been very common in 2nd ed games I've seen and played in.)