
aegrisomnia |
I think that the point is that the game world has a defined, objective morality of which everybody is more or less aware and which everybody basically agrees exists. Sure, maybe some people like Evil instead of Good, and some smite Evil instead of Good, but two different people can skim over a scroll, agree on what spell it is - for the sake of argument, let's say it's what Good people would call a scroll of Detect Evil - and agree beforehand that it will ping on a Balor. Whether Good or Evil is the "right" choice or not is a matter of opinion there, as it is in real life (of course, in real life, we lack Detect Evil, so people tend to argue about whether the subject possesses the qualities in the first place).
Do deities determine Good and Evil? I'd agree with Mikaze and say that they do not. Good and Evil exist as independent forces (possibly related to positive and negative energy) and the deities are as bound by the strictures of alignment as mortals are, perhaps even moreso. Is a Good-aligned deity capable of choosing evil? I digress.
However, the GM remains the arbiter of whether an action furthers the cause of Good or the cause of Evil. The GM is very much more unlimited in power than the deities of the game world, which of course is obvious when I say it like that. Ultimately, it's up to the GM (and the players) to agree to a morality to apply to the game world, of which none are necessarily any better or worse than any others, and then apply it. Again, I think that rather than dwell on the actual distinctions between Good and Evil, it's more important to agree to guidelines for a game-world morality, so that GMs can define meaningful systems: sort of like the planes all have traits, the Alignment system can be constructed by making a few choices. For instance:
Alignment systems can be constructed by choosing one option from each category of traits:
1. Objective/Subjective: Alignment may be objective, so that everyone agrees that Balors are evil (even Balors), Archons are good (Even Archons), and that normal animals are neutral; alternatively, alignment may be subjective, so that a given Balor wouldn't count as evil unless it meant to harm the individual's interests, and would count as good if it meant to further the individual's interests (in such a case, Detect Evil becomes more akin to Detect Enemy, and Detect Good becomes more akin to Detect Friend).
2. Absolute/Relative: Alignment may be absolute, with occurrences either always being good or evil regardless of circumstances; alternatively, alignment may be relative, so that any given occurrence may be good in some circumstances, and evil in others.
3. ...
I feel like the RAW support Absolute Objective morality, but the other systems may not be totally incompatible with the game mechanics (TBD).

Ross Byers RPG Superstar 2008 Top 32 |

Modrons don't have a hive mind, they're just very good at obedience.
Depending on which sourcebook you read, the lowest ranking modrons don't actually have free will: they're automatons, and are Lawful for the same reason zombies are Evil: it's part of their basic make up rather than how they act/view the universe.

Voadam |

Edit: Also, most example of Evil being self-sacrificing are things like suicide bombers or vicious weapons: hurting myself a comparative little to hurt my foes a LOT.
Other examples of self sacrificing evil includes minions standing between the good guys who outclass them and the BBEG.

Ross Byers RPG Superstar 2008 Top 32 |

Ross Byers wrote:
Edit: Also, most example of Evil being self-sacrificing are things like suicide bombers or vicious weapons: hurting myself a comparative little to hurt my foes a LOT.
Other examples of self sacrificing evil includes minions standing between the good guys who outclass them and the BBEG.
I stand by what I said about degrees of otherness. Also, generally these minions don't expect to lose.

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Also, generally these minions don't expect to lose.
Indeed; just because the GM put them there to spend a couple rounds dying before the PCs get to the BBEG doesn't mean that's their intent in-character. Their decision to stand in front of the BBEG is no more alignment-related than the PC tank's decision to stand in front of the PC caster(s).

Ross Byers RPG Superstar 2008 Top 32 |
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Good is no "harder" than any other alignment, it simply represents your character's values. If you think good is hard, maybe your character is more neutral than good.
Neutral people would still rather have Good neighbors than Evil ones.
There is a difference between having Good values and living up to them.It is easy to say 'People should donate to charity.' It is harder to give up your own ambition and actually do so.
It is easy to say 'The strong should protect the weak.' It is harder to actually stand up to someone preying on the weak.
In short: I think Good is hard because I know I'm more neutral than Good.

Voadam |

Voadam wrote:Ross Byers wrote:So somebody self-sacrificing to help a greater Good is not actually good alignment, because they are only actually helping an expanded self and not others?
Evil does self-sacrifice, but not to help others. Only to help itself. Self, in this case, can be an expanded self, such as serving a greater Evil (a cult or evil mastermind.)Yes. There are degrees of 'otherness'. Helping my own spouse/child/tribe is less meaningful than helping a stranger.
So helping your tribe/community/church/child/spouse is not good at all in this view?
These are all expanded self, correct?
Anybody you care about seems to fall into that expanded self category which makes helping them not good.
A paladin saving orphans is therefore not doing good if he cares about orphans. Same with all innocents.
Only sacrificing for strangers you don't care about seems to be left for good.
Under these premises, I agree, good is very hard. I would also argue it is not an ideal worth pursuing.

Prince of Knives |

Thac20 wrote:Good is no "harder" than any other alignment, it simply represents your character's values. If you think good is hard, maybe your character is more neutral than good.Neutral people would still rather have Good neighbors than Evil ones.
There is a difference between having Good values and living up to them.It is easy to say 'People should donate to charity.' It is harder to give up your own ambition and actually do so.
It is easy to say 'The strong should protect the weak.' It is harder to actually stand up to someone preying on the weak.
In short: I think Good is hard because I know I'm more neutral than Good.
Good's not really all that hard. Adventuring Good is hard, but so is Adventuring Evil. A comforting hand on someone's shoulder is Good. Taking the time out of your day to be considerate of others is Good. Respecting someone else's right to live and be happy is Good. Good, like Evil, is made of lots of small attitudes that become big behaviors. Such low-level behaviors can also be used to exemplify domestic Evil - an officer clerk that provides barriers to real help, taking out your frustrations on others, mocking their pains and sorrows, those are small, yet Evil behaviors.
It's when you get to the point where you're fighting soul-eating demons that you go, "Sweet Asmodeus, this job /sucks/." Unfortunately, the Evil guys are saying the same thing while planetars mop their faces up off the floor.

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So helping your tribe/community/church/child/spouse is not good at all in this view?
These are all expanded self, correct?
Anybody you care about seems to fall into that expanded self category which makes helping them not good.
A paladin saving orphans is therefore not doing good if he cares about orphans. Same with all innocents.
Only sacrificing for strangers you don't care about seems to be left for good.
Under these premises, I agree, good is very hard. I would also argue it is not an ideal worth pursuing.
Not so much "anybody you care about" as "anybody connected to you".
That is, people who are in your immediate sphere of influence such that how you treat them will likely come back to you. Treating these people well doesn't mean much morally, since it's typically self-beneficial to inject positivity into your own sphere.
But making sacrifices in order to bring benefit to those with no connection to yourself, whose reaction to that benevolence is unlikely to ever affect you; that is good, because you're not just "building your own castle". You're making a one-way transaction from you to them.

Democratus |

I think there is miss-communication here on what is meant by "hard".
'Good is hard' isn't referring to the amount of work or danger required. It refers to the lack of shortcuts one can take, philosophically and ethically.
Like how villains can lie, cheat, and rationalize their way to the actions that they take while these options are not there for good.
Evil can sit by while someone is hurt by the strong - and still be Evil. Good will intervene, even at the cost of their own goals or well being - otherwise it isn't Good.

Ross Byers RPG Superstar 2008 Top 32 |

So helping your tribe/community/church/child/spouse is not good at all in this view?
These are all expanded self, correct?
The answer is 'it depends'. I think the decider might be 'would you have still done it for a stranger', not if it actually was a stranger. The less likely it is that you would do it for someone you don't know, the less Good it is, which can result in it being Neutral.
Anybody you care about seems to fall into that expanded self category which makes helping them not good.
A paladin saving orphans is therefore not doing good if he cares about orphans. Same with all innocents.
Well, no. A paladin cares about those orphans because he is Good. I'm not trying to say that Good is defined by apathy. I'm trying to say that Good means caring about others for no other reason.

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TheSideKick wrote:letting someone go who is begging for their life is a very simple decision, you will sleep easily at night.Unless you wonder if this person will now commit more evil. Knowing that someone you freed went on to kill an orphanage full of children would wreck a Good character.
Quote:taking the life of someone who is begging you to spare them can cause mental illness and a shorter lifespan.If you are Evil then this kind of thing won't bother you at all. In fact, you would revel in it.
youre correct i meant to type "letting someone live who is begging for their life is a very simple decision, you will sleep easily at night."
evil does not mean psychopathic. it only means you are willing to kill out of convenience, against innocence. this does not imply that you must be cold hearted, only that you feel the best way to accomplish a goal is by that action.
only exception to this is some aspects of chaotic and neutral evil. but we're only talking about evil as a concept (ideal), not evil by the alignment system of pathfinder.

Ross Byers RPG Superstar 2008 Top 32 |

A comforting hand on someone's shoulder is Good. Respecting someone else's right to live and be happy is Good.
Yes, but if that's all the Good a person does, their own alignment probably doesn't reach past Neutral.
Taking the time out of your day to be considerate of others is Good.
Now we're talking. As I've been saying, the key to Good is that is costs you something: even it that's just an opportunity cost. When you could be doing something else, you stop to help. When you could spend money on yourself, you give it away.
It's when you get to the point where you're fighting soul-eating demons that you go, "Sweet Asmodeus, this job /sucks/." Unfortunately, the Evil guys are saying the same thing while planetars mop their faces up off the floor.
I don't really think those are equivalent.

Detect Magic |

Good is hard; no argument there.
However...
It's difficult enough to remain Good as a monk in a monastery, where temptation is minimized: there will always be the ability to say 'screw this' to celibacy and bland food and working long hours at potentially backbreaking labor for no personal reward.
How is a reclusive monk "good"? How is he or she helping other people by secluding him or herself in a monastery?
Celibacy has nothing to do with morality, nor does eating bland food (presuming there's no other option, since the monk is living in a monastery; indeed, the monk's food may well be donated to the monastery, in which case he or she may well be burdening nearby communities and causing others to go hungry, in effect). I'm not sure what labor a monk might be engaging in, aside from perhaps maintaining his or her monastery... so, that's not really "good" either; it's self-serving.
Unless they're actively helping people, monks are neutral at best.

Ross Byers RPG Superstar 2008 Top 32 |

I should have been more clear. I was assuming a monastery (or nunnery) of a Good faith. That is, though reclusive, they seek to do good works. Perhaps they take in the poor. Perhaps they try to educate the next generation. Perhaps the fruits of their labor are brought into civilization and given to the needy.
In any case, my point about the monastery was about the lack of temptation, as opposed to opportunity to do Good works.

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Eirikrautha wrote:In a setting where gods are real and present, good would almost certainly be a non-humanist concept for the vast majority of the religious followers in Golarion. If Sarenrae requires the slaughter of the nearby Orc tribe, then it is good by definition. Disagreement might be culturally appropriate for western humanists, but it is no more "true" than any other culturally-determined belief...No, if "Sarenrae" demands the slaughter of an entire tribe, you smite evil on her, because she's apparently Sifkesh or Shamira in disguise.
Good is not defined by Sarenrae. Sarenrae's actual goodness is defined by Good.
Like Ross said in the OP, the bar for Good keeps getting lowered to the point that it doesn't even qualify sometimes. Trying to excuse genocide and the murder of children being a depressingly common case in point.
It has to do with the dissonance between the game's aim of presenting Good and Evil as absolutes with millennial age players who insist on playing the fantasy version of Cyberpunk which has at best, a grey on grey morality, at worst, none at all.

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Anyone who thinks the main difference between good and evil is which set of outsiders you're likely to find yourself fighting does not understand alignment.
If morality is objective in the world of Golarion, as many of the people in this thread (including myself) seem to agree upon, then there is nothing actually wrong with seeing the teams as Red vs Blue.
It depends on the character, but you could easily see good vs evil as operating forces on the universe no different then heat and cold.
Part of the problem with a defined objective morality is that you are removing as much ambiguity from it as possible for ease of play, which is really easy to do when you can establish abstract or magical concepts. That's why settings with this objective-based morality include alignments, and settings that don't tend to stray away from it. (Compare Cyberpunk games to Fantasy games)
There's a major difference in playing a character that sees the teams as Red vs Blue and a player being actively disruptive. If I want to play a Good aligned Terminator Android I can very easily do it by picking Favored Enemy: Outsider (Evil) and slaughtering all of them that I see. If I wanted to I could out a veritable dictionary of destruction or thesaurus of transgressions. They are objectively defined as evil, I'm furthering the cause of Good by removing their opposition from the force of good.
Needless to say, this does not work in real life, or with any rational humanoid you're going to meet. The problem I'm having is you seem to be mixing the two as one situation and telling me I'm having bad fun. They are two situations, the strange nature of morality in the game allows both to exist or be absent at the will of the people playing in that particular game.

Captain Wacky |
Mikaze wrote:It has to do with the dissonance between the game's aim of presenting Good and Evil as absolutes with millennial age players who insist on playing the fantasy version of Cyberpunk which has at best, a grey on grey morality, at worst, none at all.Eirikrautha wrote:In a setting where gods are real and present, good would almost certainly be a non-humanist concept for the vast majority of the religious followers in Golarion. If Sarenrae requires the slaughter of the nearby Orc tribe, then it is good by definition. Disagreement might be culturally appropriate for western humanists, but it is no more "true" than any other culturally-determined belief...No, if "Sarenrae" demands the slaughter of an entire tribe, you smite evil on her, because she's apparently Sifkesh or Shamira in disguise.
Good is not defined by Sarenrae. Sarenrae's actual goodness is defined by Good.
Like Ross said in the OP, the bar for Good keeps getting lowered to the point that it doesn't even qualify sometimes. Trying to excuse genocide and the murder of children being a depressingly common case in point.
I would have to definatly agree with this. The concept of concrete morality seems to be lost on the youn'ins. There will always be grey, but grey is the middleground, neutral, if you will.
It seems to also stem from player entitlement. People want the dark brooding anti-hero (neutral or evil) without the alignment. This also stems from the word "hero" being used too liberally these days. When Magic Johnson came out and said he had HIV... I remember the press calling him "couragous" and "a hero"... still not sure why that was. He cheated on his wife multiple times gave god knows how many women the HIV and was then forced to own up to it... Now that I'm done dating myself.
Many have been conditioned to keep their minds open... and that's good. It will eventually wipe predjudace from the map. But a lot have kept their minds so open that their brains have fallen out. You see this with serial killer groupies and the like.

R_Chance |

I would have to definatly agree with this. The concept of concrete morality seems to be lost on the youn'ins. There will always be grey, but grey is the middleground, neutral, if you will.It seems to also stem from player entitlement. People want the dark brooding anti-hero (neutral or evil) without the alignment. This also stems from the word "hero" being used too liberally these days. When Magic Johnson came out and said he had HIV... I remember the press calling him "couragous" and "a hero"... still not sure why that was. He cheated on his wife multiple times gave god knows how many women the HIV and was then forced to own up to it... Now that I'm done dating myself.
Many have been conditioned to keep their minds open... and that's good. It will eventually wipe predjudace from the map. But a lot have kept their minds so open that their that their brains have fallen out. You see this with serial killer groupies and the like.
Agreed. I find it odd when people commit evil acts and try to frame them as good by intent or established alignment. "We killed the prisoners so they wouldn't harm any more innocents." Or, "I'm good, so killing evil in cold blood must be OK". I just look at them and say "Necessary evil". Good characters do that type of thing. Too much and they're not good anymore of course...

Ross Byers RPG Superstar 2008 Top 32 |
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Jiggy wrote:Anyone who thinks the main difference between good and evil is which set of outsiders you're likely to find yourself fighting does not understand alignment.If morality is objective in the world of Golarion, as many of the people in this thread (including myself) seem to agree upon, then there is nothing actually wrong with seeing the teams as Red vs Blue.
Nothing mechanically wrong, I suppose. But Good and Evil mean different things. Playing them as Team A and Team B robs them of their identities. Heaven is a much nicer place to be than Hell. Orc society is markedly different than human society. As a Neutral person, I'd much rather have an Angel arrive unannounced than a Demon.

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CosmicKirby wrote:Nothing mechanically wrong, I suppose. But Good and Evil mean different things. Playing them as Team A and Team B robs them of their identities. Heaven is a much nicer place to be than Hell. Orc society is markedly different than human society. As a Neutral person, I'd much rather have an Angel arrive unannounced than a Demon.Jiggy wrote:Anyone who thinks the main difference between good and evil is which set of outsiders you're likely to find yourself fighting does not understand alignment.If morality is objective in the world of Golarion, as many of the people in this thread (including myself) seem to agree upon, then there is nothing actually wrong with seeing the teams as Red vs Blue.
Unless of course that Angel is Gabriel portrayed by Christopher Wauken. :)

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Jiggy wrote:Anyone who thinks the main difference between good and evil is which set of outsiders you're likely to find yourself fighting does not understand alignment.If morality is objective in the world of Golarion, as many of the people in this thread (including myself) seem to agree upon, then there is nothing actually wrong with seeing the teams as Red vs Blue.
It depends on the character, but you could easily see good vs evil as operating forces on the universe no different then heat and cold.
Part of the problem with a defined objective morality is that you are removing as much ambiguity from it as possible for ease of play, which is really easy to do when you can establish abstract or magical concepts. That's why settings with this objective-based morality include alignments, and settings that don't tend to stray away from it. (Compare Cyberpunk games to Fantasy games)
There's a major difference in playing a character that sees the teams as Red vs Blue and a player being actively disruptive. If I want to play a Good aligned Terminator Android I can very easily do it by picking Favored Enemy: Outsider (Evil) and slaughtering all of them that I see. If I wanted to I could out a veritable dictionary of destruction or thesaurus of transgressions. They are objectively defined as evil, I'm furthering the cause of Good by removing their opposition from the force of good.
Needless to say, this does not work in real life, or with any rational humanoid you're going to meet. The problem I'm having is you seem to be mixing the two as one situation and telling me I'm having bad fun. They are two situations, the strange nature of morality in the game allows both to exist or be absent at the will of the people playing in that particular game.
If it's just Red vs Blue, then if I detect your alignment I haven't learned very much about you. The guy who detected as good might defend me from the guy who detected as evil when he tries to kill me in my sleep, or it might be the other way around. I don't know. About all I learn from those detection spells is which domains you might have if you're a cleric.
But if alignment is what the Core Rulebook says it is, then finding out your alignment actually reveals what you're like as a person. If you detect as good and it doesn't just mean "blue", then I know you're not going to hurt me without a good reason; meanwhile, if you detect as evil and it doesn't just mean "red", then I know I'd better not get in your way because you'll have no compunctions against hurting me (physically or otherwise) if it would be advantageous to you - or maybe even just for fun.
So even at the bare minimum mechanical level, there's a real difference between using alignment the way the CRB defines it and using it as Red vs Blue.

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The concepts of "good" and "evil" cannot exist in isolation. They can only be defined and understood in the context of a societal system. A "good" person in some societies would be the person who follows all the rules of conduct and mores valued by the society (not quite the same as lawful but in this society there would only be lawful/good and notlawful/notgood). A "good" person in other societies would be a person who maximizes the goods and services enjoyed by the group even if that involves killing and cheating other people who do not belong to the group. In still other societies a "good" person would be someone who kills individuals who are corrupting the society. Note, probably none of these people would be considered good by the OP. Also, note that none of these behaviours would necessarily be "hard."
Good = hard only when the society has deemed that "good" behaviour/thoughts are those that are altruistic and/or go against a natural inclination for selfishness

Ross Byers RPG Superstar 2008 Top 32 |

Wormser, you are using the 'good' that is the opposite of 'bad'. I am talking about the 'Good' that is the opposite of 'Evil', which is Pathfinder is an objective force that can be measured, and is defined in the Core rulebook.
A LE Tyrant thinks he is doing the just and proper thing. He does not think he is bad. His society quite possibly agrees (Infernal Cheliax, anyone?)
A CE Orc Warlord is probably more revered and respected the more brutal he is. His troops wouldn't have it any other way: if he started showing compassion they'd kill him and put the next biggest orc in charge.
That does not make either of them Good.

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What this means in practical terms, is that an NPC should ping good or evil based upon the PCs beliefs (thus the same NPC could be both good and evil to two different members of a party).
Since alignment is actually very labile in pathfinder, it is only really useful when describing what types of outsiders are arbitrarily impacted by a spell (and in describing the activity constraints of certain paragons of a particular faith (e.g. Clerics, paladins, etc). In the case of the paragons, the labels of good and evil describe their beliefs in relation to a basic western judeo-christian belief system and are really only a descriptor.

Democratus |

What this means in practical terms, is that an NPC should ping good or evil based upon the PCs beliefs (thus the same NPC could be both good and evil to two different members of a party).
Since alignment is actually very labile in pathfinder, it is only really useful when describing what types of outsiders are arbitrarily impacted by a spell (and in describing the activity constraints of certain paragons of a particular faith (e.g. Clerics, paladins, etc). In the case of the paragons, the labels of good and evil describe their beliefs in relation to a basic western judeo-christian belief system and are really only a descriptor.
It's exactly the opposite of that. An NPC will ping good or evil regardless of the beliefs of the PC. Good and Evil are objective in Pathfinder, not subjective.

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That does not make either of them Evil.
"Evil" cannot be objectively described. Evil can only be described in the context of a system. Saying that the Tyrant or the Warlord are Evil is an label based upon an assumption that the pathfinder universe is viewed thru the lens of the Judeo-Christian belief system (or other similar belief) which have certain societal values

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You are correct in that good and evil are objective in the pathfinder system since they have been defined in the game's implied assumptions.
However, these definitions are not actually about good and evil in a broader sense (which was the apparent thrust of the OP).
Pathfinder uses a label of good to define actions in alignment with the judeo-christian system when it would be more appropriate to use a labvel like "Belief Congruent"

Democratus |

That does not make either of them Evil.
"Evil" cannot be objectively described. Evil can only be described in the context of a system. Saying that the Tyrant or the Warlord are Evil is an label based upon an assumption that the pathfinder universe is viewed thru the lens of the Judeo-Christian belief system (or other similar belief) which have certain societal values
Altruism and self sacrifice as good isn't particular to any one religious group. It has been ubiquitous across societies throughout human history.
The only lens that matters is the rules combined with the GM. Once the nature of Good/Evil has been determined in this way, it is objective and fixed for that particular Pathfinder universe.

Democratus |
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So the spell would be "Protection from beings who tend to act against the judeo-christian valued behaviors" instead of Protection from Evil.
Not sure why you keep leaning on the "judeo-christian" thing. Societies from the Calahari bushmen, to Buddhist India, to aboriginal tribes recognize sacrifice and altruism as good.
And in Pathfinder the spell is simply Protection from Evil- where Evil is a predetermined property of the universe, just like the value of Pi.

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No - We do not know that Altruism and self-sacrifice have been ubiquitous across societies as a valued belief. You take a small sample of beliefs across a narrow swath of history (for example, tell me what the Incans, Mayans, Aztecs, Olmecs, Abysissians, Old Kingdom Eygptians felt about altruism and self sacrifice based upon their own recorded beliefs) Tell me what the Vikings, Goths, Mongols felt about these topics.

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No - We do not know that Altruism and self-sacrifice have been ubiquitous across societies as a valued belief. You take a small sample of beliefs across a narrow swath of history (for example, tell me what the Incans, Mayans, Aztecs, Olmecs, Abysissians, Old Kingdom Eygptians felt about altruism and self sacrifice based upon their own recorded beliefs) Tell me what the Vikings, Goths, Mongols felt about these topics.
Who cares? They didn't write the Core Rulebook, and this thread is in the Pathfinder RPG General Discussion forum, not the Off-Topic Discussion forum.

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@Wormser - The Core Rulebook defines what good and evil are for the purposes of the game world. Whether they happen to resemble one or more real-world value systems is irrelevant to the topic of how the game defines them.
Correct.
" You are correct in that good and evil are objective in the pathfinder system since they have been defined in the game's implied assumptions.
However, these definitions are not actually about good and evil in a broader sense (which was the apparent thrust of the OP)."
There is no "Nature" of Good/Evil in pathfinder. There is just a defined set. There is no "Good = Hard." There is only what pathfinder has defined as good and evil

Democratus |

There is no "Nature" of Good/Evil in pathfinder. There is just a defined set. There is no "Good = Hard." There is only what pathfinder has defined as good and evil
The point of the original post, and one with which I agree, is that there is a "Nature" of Good/Evil in Pathfinder.
It's not just a label or a Jersey, as some have aptly put it.
Evil takes shortcuts. Evil holds hostages. Evil is willing to do horrible things to further its means.
Good involves doing things the hard way - because it is harder to accomplish a goal when you are also worried about who and what is harmed by the means.

yumad |
No - We do not know that Altruism and self-sacrifice have been ubiquitous across societies as a valued belief. You take a small sample of beliefs across a narrow swath of history (for example, tell me what the Incans, Mayans, Aztecs, Olmecs, Abysissians, Old Kingdom Eygptians felt about altruism and self sacrifice based upon their own recorded beliefs) Tell me what the Vikings, Goths, Mongols felt about these topics.
I would like to think I society that doesn't follow the values of the above would be better anyway.
Self-sacrifice and altruism are part of what humans do to people who are important to them, like family. In the past we would hurt others for survival, as life and survival is a rather powerful motivator. When you take away these urgent (and primitive) needs, people can sit back and think about morality and how you would prefer to treat your fellow human, or how you would prefer to be treated.
I certainly would prefer to be around people who were altruistic. Doesn't mean that I am, but I would prefer them to non-altruistic neighbours. This is not in the sense that I would love them because I could exploit them, just that they are more pleasant to be around. This is a personal experience and I cannot state anything beyond that, I do not have statistics or a psychology background to back me up on this point. Some people in the thread might though.