What's interesting about the WOT is that it's cyclical, but to what degree is not apparent. When Ages come and go, do they repeat as Nietsche imagined cyclical repetition, or do they subtly change, without being teleological?
Yes, Baler, the one argument against the Dark One is that no one in their right mind would want to join his cause because of the Blight. What kind of world would even the na'blis or whatever the head "chosen" is called rule over? Yet, it appears that the Blight wasn't an issue in the Age of Legends but was created out of the War of the Shadow, and maybe didn't figure into the forsaken's decision making processes.
Then again, the only Forsaken I had even mild sympathy for was the schmuck who was promised "endless ages of music" and got trapped by Rand into being his trainer but was finally taken out by Lanfear in her new form. You'd think that someone on the bad side would repent because of the catechism statement that "no one can be so long in the shadow that they cannot turn back to the light."
The culture also doesn't question their own catechism much because the Dark One was imprisoned at the moment of creation, but then was "let out" in the Age of Legends by accident. The Dragon Reborn will obviously reimprision the Dark One in such a way that it's not just the Power wrought cuendilar seals that imprison him but a return full circle to being sealed at the moment of creation again in such a way that when the One Power is eventually lost and then is rediscovered, no one will have a clue that the Dark One's out there; probably because few will believe in the Creator at that point.
I wonder, for non-Jewish civilizations, is a belief in a cosmic evil necessary for a belief in a creator? Is cosmic evil necessary to explain the absense of recognizable cosmic good? The WOT cosmology seems to answer this dilemma with a mix of early Western cyclical belief and almost Zoroastrian style dualism.
In fantasy game terms, the WOT just opens up the possibility of a sort of monotheism/dualism influenced by real world examples instead of the usual mix of polytheism with competing deities found in AD&D influenced by classical pantheons like the Greek, Egyptian or Norse.
Regarding the free will bit, I don't think we have free will in the classic sense of truly being able to make choices as if we had no biological, cultural or psychological compulsions, but we have free will in the sense that Judaism describes free will: the ability to be more than we are or less than we are by nature. There are some interesting discussions on this beginning in 16th century mystical works discussing nonhuman life on other worlds and what texts in the Hebrew Bible, the aggadah and the Kabbalah refer to them. Nonhuman life on other worlds is not viewed as having free will, but as being what they were created to be from the beginning.
From a many worlds approach, we could even ask what or who created the creator of this universe? Max Tegmark's done interesting work on Type I to Type IV parallel universes and I'm also reminded of Bostrom's Simulation Argument, all of which could be interesting influences on games that would be neither classical pagan, Western monotheistic or Eastern mystical.
Click on the here link at Tegmark's homepage for parallel universe FAQs:
http://space.mit.edu/home/tegmark/index.html
Nick Bostrom's page with papers pro and con the Simulation Argument.
http://www.simulation-argument.com/
What I'd like to see is a fantasy role playing game set in a science fantasy universe, where sword and sorcery meet horses in the starship hold, something along the lines of Vance's "The Dying Earth" with some elements of Van Vogt's "The Empire of the Atom" and "Galactic Empires" edited by Aldiss.
Leaving aside New Age simplifications, what modern physics is telling us is that the cosmos might not be a universe but a multiverse and that at some levels, it's as magical a world as mythology always told us it was. The world could also be a simulation, which makes me think that we should be kind to the NPCS in the very primitive simulations our own culture creates for our own divine play.