I have only one more thing to say! I'm not saying this is a correct interpretation of the conflict system, just my interpretation -
Conflict is not the result of your characters personal conflict. It's not the result of the conflicted emotions that other characters will have toward you. It's the result of you coming into contact with a situation that has the potential to challenge your characters beliefs or morals.
To use our belabored example - letting the friend die in lieu of using the dark side (I agree that dark pips are equivalent to using the dark side, btw) is to give your character a chance to wrestle with his own belief system. That's represented, in game, with a few conflict points (NOT dark side points). The ROLL that you make against that conflict is what represents your characters struggle to accept his decisions. With only a few points, you're likely to come out ahead. In other words, you thought about your actions, about your decision to NOT use the pips, to not reach for that power... and you feel validated. 'I was RIGHT' you think, 'that IS the way to the Dark side.' When all is said and done, the conflict becomes the thing that brings you further into the light, because it cements the ideas you already held. Conflict is not bad. Lots and lots and lots of conflict is bad. Some conflict, the occasional challenging of your beliefs, is what STRENGTHENS those beliefs.
By saying you never want conflict, you're saying (I think) that you want a character who never falls. But that's not what the conflict system represents. You're skipping over the key part (the internal wrestling and the roll that represents that wrestling), because you've ALREADY DECIDED that this character is incorruptible and so should never even face the challenge of corruption. Which is somewhat anathema to the design of the game and most of the players here.
Edited by Dunefarble