Elfcrusher wrote:Or does it represent the tainting of your own "soul"? This gets back to the earlier discussion about running away to save your own skin. Is it evil? I don't think so. But certainly you don't escape unscathed, emotionally, for abandoning your friends.
Cheating on tests is a good analogy: even if you get away with it, you are teaching yourself that cheating works, and by not mastering the material you are increasing the likelihood that you will need to cheat in the future. That is, you are turning yourself incrementally into a Cheater.
So by that measure, even if it is entirely justified to kill a fleeing/surrendering opponent, even if it's an orc, when you do so you have just taken one step closer to becoming a Murderer, and you can't help but think of yourself as such. It's not that an uncorrupt, pure soul would refuse to kill such an opponent on reasoned ethical grounds, it's that he just couldn't bring himself to do it. When you have your character kill in such a way, you are in effect saying, "My character is the kind of person who could/would do that."
I like this, a lot, and may nick the words to show my players next time I run a game of The One Ring. The shadow mechanic is not something that the players should be scared of. Instead, embrace this part of the game. The loss of Hope is, I think, an inevitable part of the adventuring life. The choices adventuring puts in your path means that difficult decisions are going to have to be made, and there are consequences for those decisions. Characters faced with taking life frequently should become grimmer and hardened. Only those who live in the protected areas can have the luxury of hope. The rest see the darkness in the world, and have decided to take a stand against it. All you can hope for is to retire before you become the monster you fight. It will be willpower alone that stops this.