[QUOTE=9thFloor]
Sounds reasonable to me 
I’m currently just debating the lack of logic of certain held beliefs without wanting to assert that the goal is either to humanistically try to relieve all suffering or to see suffering as instructive of some cosmic goal that’s supposed to drive us towards a utopian concept of seeking harmony, connection, love and truth amongst ourselves. Personally, both notions sound dangerous and naive to me.
Does your RPG scenario as you understand it eliminate morality? The ‘proper’ way to live one’s life, in other words?
We’re about on the same page if that’s so. 
(Oh, and I think your notion that humanity’s humanity can be reduced by positing that they’re NPCs is pretty bold and it’s undeniably true we logically and personally can’t ever know for sure. To me, that’s not a notion as logically offensive or incoherent as the incorporating of suffering into a view that holds we’ve got specific goals of finding love, connection, grassy hills and sparkling water – such a view has to be damaged by the notion of suffering and begins to strain credulity when it gets to the point of one human’s suffering being instructive to another human. Within that worldview, the morality of a humanist is far superior to that of a christian. It’s more meaningful and moral to say suffering has no meaning than to say it’s supposed to be an instruction to finding world peace, or any other such derivative purpose. Personally, I think you have to kick out the moral jams completely for views like your RPG perspective. And I’m all in favor of that!
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[/QUOTE]
This might disappoint you somewhat, but my RPG perspective doesn’t entirely eliminate the idea of morality (that is, the notion that there is a ‘proper’ way to to live one’s life). I mean, it’s a game: and as I described it it has points, scores, and winning conditions; if you get a high score, you end up on the leaderboard (aka “heaven”), and if you get the “optimum victory score” while alive you get taken directly into “heaven” without bothering to die first (or in the case of the Jesus player, again). So clearly there are things you’re supposed to do to get good points and a high score.
However, there are two very important details:
- While the player knows what the good actions to take are, the avatar doesn’t. Remember, we are the avatars. We are not the players, or at least we aren’t when it comes to available information. So while there is an absolute morality, we don’t know what it is. I believe I mentioned at one point that the scenario as presented allowed for the possibility that eating Snickers bars could be the goal, and therefore the one moral act, and the one route to “heaven”.
(From this lack of avatar knowledge about the goals, one presumes the avatars should stop preaching at each other what to do. Wouldn’t it be nice!)
- The game itself is not presented as restricting, limiting, or punishing “bad” behavior, excepting that you get a lower “score”. There is no punishment to the player for not getting a high score; his avatar won’t end up on the leader board, but that’s no big deal; the avatar’s play is not restricted while it’s alive, and either way the player can play again with a new avatar later if he wants to.
Now, I admit I included the concept of a leader board mostly as a way to take lighthearted potshots at carrot/stick religions. (Just like I included Jesus as a way to take potshots at Elvisians. Er, Christians.) Even so, it makes a certain amount of sense; most games include some method of tracking advancement. In the very sandboxy games, this is often simply done by tracking advancement in the main plot; by that logic, if you die, you win. Excepting I stated that if you die (as opposed to being taken up directly into heaven), you lose. Oh, well. 
Seriously though, if you weren’t taking potshots at existing religions, one could easily concoct a “pure sandbox” rpg model, which lets the Players roleplay in a completely morally impartial way. There’s nothing wrong or contradictory with such a model; and it certainly doesn’t contradict with reality (where there appears to be zippo supernatural consequences for bad behavior (no lightning)); it just isn’t the model I happened to write.
By the way, before you get all gung-ho about the RPG model, keep in mind that it gets its happy, friendly conflict-free demeanor mostly by being heartlessly callous to the avatars. That is to say, us. The player might shrug and go on happily with life when his Pac-Man is shrivelling up after touching a ghost, but that sure doesn’t help the Pac-Man any; he’s still shriveling and dying. It’s cold comfort to say to someone, “Sure, your parents are dead and you’re a paraplegic now and are in constant agony besides, but the real you doesn’t actually hurt at all, and is chuckling with his buddy angels over the bad luck he’s having. You just think your life totally sucks because he’s role-playing you so well.”
So the RPG model doesn’t really eliminate the problem of evil; it just answers it with “God doesn’t give a crap about the suffering of man; he finds it amusing! Ha ha ha! Because, in reality, the suffering isn’t actually real.” Real being a relative term to us avatars, of course.
On the upside, the RPG model does give you a way for supernatural godlike free-willed entities to create this suffering-filled world without subjecting any helpless or choiceless entities to (real) suffering, and thereby entirely avoids a lot of the stupidity that most organized religions have to do a two-step and twist to try to avoid tripping over. From there you can tack on all sorts of stuff, from superstitions to ghosts (like I did) to interactive gods if you want, all contradiction-free, if you can stomach the fact that you’ve decided that you’re not real.