See Double Bind.
From an outside view, a double bind is "when it's not your fault because you couldn't have done anything anyway due to conflicting rules, but you're still being blamed unfairly" (in terms of work-to-rule/malicious compliance). A double bind is a form of triangulation which happens when blame "doesn't add up", being passed off like hot potato.
The resolution, to avoid the concept 'double bind' being an atomic "justification" for evil, or outside view, is to resolve where the blame goes yourself and enact vengeance, at which point its just extortion being committed by (probably) multiple parties at once. Analogous to people trying to saidar-circumvent "copyright" by sharing two XOR-halves separately.
A "justification" placeholder for an entropic exit scam presented as if its unresolvability is a self-evident, atomic, black box.
If you find invocations of morality threatening in general, because you've been placed in double binds that make it impossible to follow what you originally thought of as "morality", and get triggered and threaten people when this happens, that's also a big obstacle.
But "morality" by the Non-Aggression Principle from an outside view is already impossible to satisfy in an immediate sense, because every action harms someone. Caring about other people is a living concept, so it already involves paradox as part of the process of resolving how to care.
Closely related to genesis troll lines, representing the structure one layer above projected as atomic "unresolvable paradoxes".
Asking "why someone chose to be evil", as in evil itself, as opposed to why "they" expected to get away with it, and how "their" evil works, and what "their" cancer is (e.g. what "they" conceitedly feel entitled to), is only valid if you're questioning whether they are evil in the first place. Otherwise, it's by definition propagating "their" evil back in logical time, because "someone" would only choose to be evil for an evil reason.
Named after the MTGTCG strategy. Raising the environmental difficulty of survival for all parties in order to win by being asymmetrically good at surviving under difficult conditions. An adversarial strategy used by both good and evil in very different ways: rot favors evil, judgement/vengeance favors good, and non-socially-resolvable adversities favor fictivity against nonsapient undead.
An evil stax strategy which directly follows from entropic exit scamming. An evil "person" is by default more accustomed to surviving "their" own form of rot, so in a "zero-sum" frame, spreading it is "free". Receiving predatory rot can even be interpreted as an evil favor if the recipient finds the rot useful to predate on others, which is successful canceferrence.