Very Evil Karma NPC's

Technically speaking, when yo make the decision you don't know his speculations are correct, and have no reason to believe they are, unless you've already made the wrong choice.

This guy happens to be right about a certain group of Ghouls, but could have easily just been a paranoid wingnut if it were any other group of ghouls.

It's understandable why the game treats letting the ghouls in as a morally good decision, because for all intents and purposes, unless you metagame, it is. The Character himself has no idea what is going to happen as a result of this decision, and therefore to the best of there knowledge they are just helping a bunch of Ghouls find a place to live.

In the original Fallout games this entire event would have been treated similar to Fallout 2's NCR power plant hostage scenario. A make or break scenario that only impacts the characters involved (literally). Even if the player failed on that quest there was a moment of satisfaction simply for trying to help calm down the deranged NCR officer and do the right thing. If the player calmed the officer all they get in return is some books, which in the grand scheme for material worth isn't that much for averting a massive disaster. The entire quest rests completely with how the player feels and approaches the scenario not some random UI pop up that says you are a good person.

The stakes are obvious to the player, and the player can make an educated decision based on the events evolving details. However with the Tenpenny tower fiasco, the player is literally unable to make an educated choice about the event due to the developers purposely withholding information. For such a "minor" quest it doesn't make sense to not only not tell the player a understandable amount of information about the situation but also rewards the player with good karma for literally making a uninformed choice with the ghouls based completely upon what would be politically correct. When the hell has Fallout ever been politically correct?

My point I'm trying to get at is the Bethesda "quests" and Karma system is so whishy washy that not only does it go against the basis of design of the original IP, it's incredibly insulting. In the original Fallout titles sure you could walk into an encounter or quest and seriously not be ready for it, but with the correct build or level it is achievable. The modern Fallout titles simply reward stupidity and snap choices rather than the player thinking for themselves leading to very unremarkable experiences.
 
This guy happens to be right about a certain group of Ghouls, but could have easily just been a paranoid wingnut if it were any other group of ghouls.
According to Bethesda's new canon, all ghouls eventually turn feral unless they die before that happens thus turning some form of post-apocalyptic discrimination into a justified case for segregation. Bravo Bethesda.

The stakes are obvious to the player, and the player can make an educated decision based on the events evolving details. However with the Tenpenny tower fiasco, the player is literally unable to make an educated choice about the event due to the developers purposely withholding information. For such a "minor" quest it doesn't make sense to not only not tell the player a understandable amount of information about the situation but also rewards the player with good karma for literally making a uninformed choice with the ghouls based completely upon what would be politically correct. When the hell has Fallout ever been politically correct?
I guess that Emil thinks that the quest is too straight forward so he added a "twist" in the end. This reminds me of the uncut ending of Gizmo-Killian conflict in FO1. I honestly think a little more telegraphing would have made it work. Mr. House seems like a Gizmo done right. Anyway, modders yet again prove themselves to be more competent than Bethesda by introducing a mod that fixes Tenpenny Tower.
Tenpenny Tower - Alternate Endings

It's clear from in-game conversations that Roy Phillips is the sole force behind Warrington Station ghouls' violent plans. Unfortunately, the game allows for no compromise - you have to etither kill all the ghouls or suffer worse consequences. This mod makes alterations to the quest that, by taking care of Roy, allow for less violent, yet perfectly sensible resolutions to the story.

Solutions

Humans only: If you side with Chief Gustavo, you can turn in the quest as soon as you kill Roy Phillips. If you do it out of sight and quietly, they will not turn hostile as they do in the vanilla game.

Lasting peace: If you want both humans and ghouls to live together, you have to let the ghouls move in, but prevent further violence. To get this ending, first convince or force out the residents, then tell Roy Phillips that the ghouls are free to move in, all as in the vanilla game.
Once the ghouls move in, you can get a hint at what happens next by talking to Roy. If you don't take action against him in 2 days, a major character will be dead; this is your second warning and you have a few more days to prevent a lot more characters from being killed.

Radio fixes:
As of 2.1 and 3.0 GNR reporting should take the alternate endings into account.
Still, it doesn't change the fact that you get the Ghoul Mask which works like it was from the Legend of Zelda: Majora's Mask.
 
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