It lies outside of their paradigm.
In Bioware games, there is a morality bar. Quest actions give you points to one side of it or the other.
That is simply how it is.
Academia Nut wrote:hey have been hired to take out a band of marauders preying on a local community, and after wiping out a significant number of them the rest, along with their dependants, surrender. Now you have a problem and a big one. You can't let them go or they will just find weapons again and go back to their plundering and pillaging ways, but you can't just imprison them either because they would be an unbearable drain on the resources of the community.
All this does is highlight some more of the problems with RPGs in the poor construction of the scenario. The first problem being that there must apparently be a near infinite quantity of things for the player to punch, because how else do they gain XP if not by serial slaughter? Meaning that there are, generally, 17 bandits/raiders/whatevers for every townsperson.
In your scenario, if the band of raiders is so large that even after wiping out the majority of their fighting men they cannot be handled by the community who hired you to do the deed, how the hell did they manage to support themselves? If they took
all they needed by raiding the tribe of the Fuzzy Wuzzies* who hired you
and were such a numerous tribe then the Fuzzy Wuzzies would have been starved out years ago. If they raided many different local tribes, then their reduced numbers are no problem because they can simply be left to their own devices, their predations now insignificant to any of the tribes around them, if they also supported themselves through farming/scavenging/whatever is appropriate to the setting, then without the majority of their fighting men this is now what they will be doing and
again they can be left to their own devices.
* This is the
other problem. Scenarios like this rely on the bad people being wholly bad and the good people being
so fluffy and nice they simply cannot defend themselves, with probably one town guard who's only a guard because he took an arrow in the knee. Realistically, the tribe of the Fuzzy Wuzzies would also be capable fighters, otherwise their world would have swallowed them whole long before Billy the Destined Hero came along, and you would simply be altering the balance of power to the state that they can capably defend themselves.
So, to construct a more satisfying scenario out of this: There is an aggressive and warlike tribe surrounded by mostly peaceable neighbours, they raid all of their neighbours to supplement their own farming (which is poor because they have crap soil). Their neighbours fight back, but this is costly and inconvenient, so one of their tribes hire Billy, known for his reputation for slaughtering thousands before lunchtime, to help. Billy can either cut a swathe through the marauders in his signature style, mauling them badly enough that their raids are a mere nuisance that the tribes around them can easily fend off, form an alliance between the various towns which overwhelms the raiding tribe and cows or destroys them, or simply ignore them and wander off to find more interesting faces to punch.
When Billy comes back a few years later, the world has evolved somewhat. If he personally slaughtered the marauding tribe they're still there, and they still raid the others, but no-one cares any more because their raids are so small that they're not worth fussing over. If he forged the alliance, the raiding tribe is neutered completely, they can't even raid, and they're essentially the bitch of the tribes around them, who have grown politically closer and are becoming a minor regional power (maybe they are flexing their muscles and thinking about duffing up some
other tribes now). If he did nothing, the tribe of the Fuzzy Wuzzies eventually tooled up to the point that they dealt with the raiders by themeselves, but they have become less trusting of outsiders and don't have fond memories of Billy.
It wasn't hard to come up with that. It would certainly put more of a strain on development than the current "choose one of good/evil solution then forget it all because the scope of the game is too limited to have consequences beyond what loot I get", and it requires the game to have timeskips like Dragon Age 2 or Fable 2 so that the world could be advanced along this path, but having this type of consequence system where nothing is the "good" choice and nothing is the "evil" choice, they're just different ways of approaching a problem which have different outcomes. Good/Evil binary choice is a cancer on modern RPGs.