You’re entitled to your opinion of course, but the thread specifically exists because other people feel otherwise.
We’re all aware it’s not reality. It’s role-playing.
Personally, I completely reject the idea that moral choices don’t affect “gameplay” (which is a pretty useless term as far as I’m concerned). The game’s value is everything you experience while playing it. Grim Dawn would not be the same experience if it was mechanically identical but the visuals and audio were abstracted out to simple shapes moving across an untextured field to sine-wave beeps and boops. It would not be the same experience if it was mechanically identical but you were a mass-murderer killing innocent people rather than a liberating hero killing monsters. The things a game depicts matter. And here, the game depicts a situation where you can choose to side with a horrible group of people for material gain - or not.
It’s nice to think that in all such choices, there’s a reward for the good guys that’s just as good. But, you know, sometimes there just isn’t. If being good just was as materially rewarding as not, frankly, we’d be living in a very different world; the fact that this choice appears to grant more material reward to those who choose to screw over innocent people lends it an authenticity that many games’ moral choices lack.
As for “after you find out the truth”, well, two things. First, yeah, some mechanic through which you can decide “actually nope, you guys are crazy, this was a mistake, I’m out” would be a nice addition (if indeed it’s not there already; I haven’t looked for one myself). I’m not here to say this is the most well-developed bit of role-playing in the world, because no, it’s not. But I have to say, if someone’s character went straight in and agreed to join up without wandering around, noticing any of the weird atmosphere about the place, the odd comments from townsfolk, the notes, the screams by the cellar, then that level of uncritical engagement leading to, uh, unpleasant outcomes is itself part of the authenticity.
So on a number of levels, I think Barrowholm is a nice, if not amazingly deep, subversion of certain kinds of typical RPG behaviour.