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<blockquote data-quote="Ovinomancer" data-source="post: 7309675" data-attributes="member: 16814"><p>I had it work before -- the party was captured by Orcs. Of course, the circumstances were well set up prior. The orcs in my game were known to take prisoners and generally treat them wellish -- no torture or maiming or death games. The party had captured an orc earlier, and his behavior as a captive went a long way towards establishing how the orc culture treated captives. For instance, he was incensed that they insisted he relinquish his weapons because he was a warrior and had given his surrender honorably, and so expected to be allowed to keep is honor (weapons) so long as he behaved himself appropriately. He also cooperated with information, as that was what was due to an opponent that captured him. </p><p></p><p>So, later in the session, when the party was deep in Orc held territory (they were seeking an audience with the Orc warlord to gain access to a ruin in orc territory) and a large orc warparty crested a nearby hill, the party sought parlay and offered honorable surrender to be escorted to meet the warlord. They were shocked when the leader of the warparty told them the warlord expected them, and accepted their surrender. When the party arrived at the warcamp, they found out that their rivals and bitter enemies were also seeking to enter the same ruins and had already made their way into the graces of the orc warlord and tried to convince the warlord that the party was dangerous and not to be trusted and should be put to death on sight. Of course, this merely interested the warlord and he decided to welcome in the party for a few games of competition to see which group he gave leave to enter the ruins. Long story short, the rival group cheated and was caught, which caused the orc warlord to fly into a rage at the subversion of his honorable games. The party was both feasted and allowed entry to the ruins and then safe passage from Orc lands.</p><p></p><p>So, yeah, it works if you set it up well in advance, and then provide a pathway that the party wants to take that goes through surrender. Surrender without having to disarm is best, because people play D&D to be heroes, not helpless.</p><p></p><p>As a side note, in my current game the party has been tranported to a strange and unexplored land and it in the process of exploring their surroundings and coming acroos the 'locals' -- goblins and kobolds so far. They have taken a few prisoners, but has been frustrated from talking to them due to a lack of a shared language (still low level). So, they've killed all of their captives so far. That's fine, but they've also exterminated a few camps of 'locals', so they're starting to earn a reputation amongst the 'locals' as bloodthirsty people without mercy. This may come back to bite them in the ass if they ever end up trying to surrender in a bad situation. Offering mercy can earn it.</p></blockquote><p></p>
[QUOTE="Ovinomancer, post: 7309675, member: 16814"] I had it work before -- the party was captured by Orcs. Of course, the circumstances were well set up prior. The orcs in my game were known to take prisoners and generally treat them wellish -- no torture or maiming or death games. The party had captured an orc earlier, and his behavior as a captive went a long way towards establishing how the orc culture treated captives. For instance, he was incensed that they insisted he relinquish his weapons because he was a warrior and had given his surrender honorably, and so expected to be allowed to keep is honor (weapons) so long as he behaved himself appropriately. He also cooperated with information, as that was what was due to an opponent that captured him. So, later in the session, when the party was deep in Orc held territory (they were seeking an audience with the Orc warlord to gain access to a ruin in orc territory) and a large orc warparty crested a nearby hill, the party sought parlay and offered honorable surrender to be escorted to meet the warlord. They were shocked when the leader of the warparty told them the warlord expected them, and accepted their surrender. When the party arrived at the warcamp, they found out that their rivals and bitter enemies were also seeking to enter the same ruins and had already made their way into the graces of the orc warlord and tried to convince the warlord that the party was dangerous and not to be trusted and should be put to death on sight. Of course, this merely interested the warlord and he decided to welcome in the party for a few games of competition to see which group he gave leave to enter the ruins. Long story short, the rival group cheated and was caught, which caused the orc warlord to fly into a rage at the subversion of his honorable games. The party was both feasted and allowed entry to the ruins and then safe passage from Orc lands. So, yeah, it works if you set it up well in advance, and then provide a pathway that the party wants to take that goes through surrender. Surrender without having to disarm is best, because people play D&D to be heroes, not helpless. As a side note, in my current game the party has been tranported to a strange and unexplored land and it in the process of exploring their surroundings and coming acroos the 'locals' -- goblins and kobolds so far. They have taken a few prisoners, but has been frustrated from talking to them due to a lack of a shared language (still low level). So, they've killed all of their captives so far. That's fine, but they've also exterminated a few camps of 'locals', so they're starting to earn a reputation amongst the 'locals' as bloodthirsty people without mercy. This may come back to bite them in the ass if they ever end up trying to surrender in a bad situation. Offering mercy can earn it. [/QUOTE]
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