Not that I'm defending the Player's (our) actions in Deltarune, but the game mechanism (possession, etc) needs to be discussed more.
Like, I fully understand that Undertale/Deltarune are not supposed to be like average RPG games.
In the UT/DR universes, the Player controls characters who are aware of it, several characters recognize to some extent what we do, the game is meta, I understand it.
(And like, no Chara jokes here, we frick Kris and Noelle up heavily if we choose to do the Weird Route.)
I feel like most of the debates about "Kris is good/evil", "the Soul is good/evil", "the Soul had a choice/no choice", etc...
...Are sort of only focused on who is the one committing the actions we can see, who is the guilty party, who is the one responsible for it.
Like, the discussions have been so focused on the dynamic between Kris and us, that they sort of ignore the question of "How did this come to be?".
Like, most of the "game mechanics" already come with narrative explanations in the UT/DR plot. The power to Save, Load, or Reset? A mysterious power called Determination. Raising up EXP and LV? Level of Violence. Different universes or files? Alternate timelines.
And the Player's possession of the protags (Frisk & Kris) should also have some explanation similar to it.
*Heavy emphasis* on our possession of Kris, since
1) Gaster (and someone else?) artificially connected us to a vessel,
2) the possession is having a huge impact on the Deltarune plot, especially during the Weird Route.
(I'm sure these questions would be answered in future chapters of DR, but--)
So I think we need to ask more on why the game system/possession is like this, and what the narrative explanation is going to be--instead of *only* focusing on "who is to blame for these actions".
.
1) Like, why can Kris (and Chara, Flowey, etc?) recognize our presence, unlike the protags in other RPG games?
2) We force Kris to take the Weird Route, but why is the keyword "Proceed" so mechanical and consistent if it's a part of Kris' darker thoughts? (We can choose it, but it doesn't mean we *write* it.)
3) Why can Kris not do certain idle actions or expressions (such as using their real voice when we don't pick the dialogue options / playing the piano by themselves / etc) while we are controlling them, unlike some protags in other RPG games?
4) Why can we not see most of Kris' expressions or hear their words, while everyone else can?
5) Who is in charge of the narrations, and with what standards do they differentiate between "you" and "Kris"?