Absolutely not. The point of a roleplaying game isn't to try to iron out every conflict, run every chore and appease every NPC. The point of a roleplaying game is to roleplay. Roleplay a character who has their own convictions and morality and values. A character that has a defined stance on a international crisis in Thedas.
There should be no easy or comfortable choices in DAI. Those kinds of choices are bad RPG design. They don't promote roleplaying, they just promote narcissistic completionism.
I think that this post is coming from somewhere that is fundamentally flawed.
For a start, I don't entirely understand what you mean by saying "absolutely not" to "peace". Does this mean you think that the current mage-templar conflict should continue indefinitely? Does it mean that you want one side or the other to completely exterminate the other? "Peace" simply means an end to the war; it doesn't specify what form the end of the war would take, or whether it would eventually restart.
If you're objecting to the first of those things, and would prefer that the war be forced to continue forever, I simply think you're being ridiculous. In the real world, there is no such thing as a forever war, and there are plenty of reasons for participants and bystanders to want to negotiate some kind of peace. The crisis facing the Inquisition needs to be dealt with, and distractions need to be ended.
If you're objecting to the second of those things, and would prefer the mage-templar decision to be an all-or-nothing choice (like the OP's example of the geth-quarian war, without the peace option), that's equally as ridiculous. Almost every war in history has had a winner and a loser; almost no war in history has seen the loser be exterminated. Virtually all peaces are some form of compromise. And yet nobody would seriously suggest that those who fought these wars didn't have
convictions, that they didn't
choose sides. This all-or-nothing total-war nonsense is ahistorical; it's also frankly inhumane.
What you see as "easy" or "comfortable" choices are frequently, in reality, the only
sane and
possible ones.
I know you were mostly talking about things in an RPG-specific sense: that RPGs offering a kind of peace option to the player give the player an option that in terms of metagaming, is clearly superior to others, and that supposedly devalues other options. Well, I mean, duh. That's the funny thing about peace. If you're enough of a sociopath to
want to exterminate entire races - going by the geth-quarian example in the OP - then what possible in-game or realistic reason could there be for
not penalizing that somehow?
And at the same time, "peace" does not mean "happy little farm animals dancing for joy from now until the end of time". It does not mean "not taking a side". All peace is, is an end to open warfare. It does not preclude a settlement that advantages or disadvantages one side or the other. It does not preclude a resumption of open warfare at some later date. It does not solve all the problems that the respective sides have for all time. There are plenty of opportunities to insert roleplaying opportunities in the construction of a peace: the legal position of mages, the restrictions or lack thereof on the templar order, the involvement of the Chantry, the future form of the Circle system should it still exist. Do not confuse the ability to make Big Choices like genocide or social revolution for good roleplaying: that can and should come out more effectively in comparatively "little" choices.
Now, I think it's fairly difficult to misread an answer of "absolutely not" to the statement "there should be a peace". But in the event that I
have misapprehended you - or that you did not express yourself in the manner that you intended - then I apologize.