In theory, yes. In practice, when Joe the Fighter is known to be a cheating thieving bastard who'd rip your heart out if it made him a few g.p. and yet he's the best sword in the region,
...then you get the
second best fighter, because no matter how good with a sword he is, he's not going to be worth it if he cheats you or steals from you or rips your heart out for just a few gold.
Unless his
player has expressed a desire for a redemption arc which he plans to stick to.
We neither see nor flag mind control as evil, and nor does the game as written (in any edition). It's just another tool in the box, and often considerably less harmful to the target than the alternatives, as in:
--- we need to get info from this prisoner now; we can torture him and later kill him, or just kill him now and cast lots of Speak With Deads, or charm him and later let him go.
Torture is evil, and torturing for info doesn't actually work in real life; since you care about realism (or at least verisimilitude) in things like falling damage, you should also not have torture work. And
speak with dead doesn't guarantee true answers at all, especially if there was hostility between you and the corpse. So this is evil
and pointless.
--- we need to rein in this otherwise-useful guy's gonzo stupidities; we can charm him and keep him around, or we can stand back and watch him kill himself while hoping he doesn't drag the rest of us down with him.
And
again, this prevents another player from playing their character freely, which is a dick move. If you don't like their actions, have in-character talks with them or make their character leave. If the player continually plays characters who do "gonzo stupidities," this is a
player problem and needs to be dealt with out-of-character. That's why I have been sure to ask the GM to let me know if I have Rime go too far in her hijinks; I don't want to be a jerk.
--- we've got this Orc who surrendered to us; we can kill her now, or haul her around as a captive, or charm her and let her help us.
Or, you can let her go. If the GM insists on playing orcs as mindless, rabid monsters who will always attack, even after surrendering, then that's on them, and a good example of bad worldbuilding.
Also, there is no "charm her and
let her help us." Your
forcing the orc to help you against her will. You've enslaved her, and worse yet, you're making her smile through the slavery.
And I honestly don't care if the
game marks it as evil or not, because the game was written by someone who unironically used "nits make lice" to say that paladins won't lose their paladin status or stop being lawful good if they kill unarmed captives and orc babies. This is not an ideal to be upheld.
Odds are high to extreme that none of these NPCs will be with the party after this adventure ends, though. The Orcs will be repatriated to their clans, the Thief is long since fed up with this crew and can't wait to leave (and may or may not rip them off on her way out, that's still TBD), and she'll probably end up taking the prisoner with her and try to get her into the Thieving trade.
I wouldn't say high to extreme. In one game I was in, a PC married an NPC. In this current D&D, one NPC is a long-time friend of a PC and will almost certainly be by his side long after the adventure ends, assuming one of them doesn't die first.
We've had characters leave parties for similar reasons. We've also had more stubborn characters stay in and keep arguing.
And unless all the players are enjoying the arguing, that's a player issue that should have been dealt with out-of-character.
And usually the overriding reason to work together comes down to realizing two things: the whole of a well-rounded party is greater than the sum of its parts, and the "ka-ching" payoff is better.
I greatly prefer that in-character problems and disagreements be solved in-character. The moment it spills over to the table, that's when the real problems begin.
If the problem is purely in-character, I agree. But it's often not.
So here, if the boss is being too pushy it's on the secretary to push back in-character, or to go on strike, or to quit the job. No table discussion needed, just play the characters true to themselves and let the chips fall where they may.
Or, you know, you can play as decent people and not end up being pushy in the first place.
Which means you're allowing metagame concerns to trump your being true to your character; and while I do understand the motivations and rationale behind this, it's still - along with pretty much any other metagaming - not something I want to see in a game.
But slavery is OK to see in a game. Huh.
Nope, sorry. I respect and care for my friends too much to try to force them to act against their wishes.