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General Tabletop Discussion
*TTRPGs General
Dealing With Prisoners
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<blockquote data-quote="Hussar" data-source="post: 5213455" data-attributes="member: 22779"><p>Hrm, perhaps encourage wasn't the best word to use in hindsight. I don't mean encourage as in actively tell the players, "You should do this, it would be a good idea", but rather using the carrot approach.</p><p></p><p>For example, if every single prisoner experience turns into a huge time sink and frustration, ending in massive blowouts over alignment, then, well, that's going to discourage any further taking of prisoners. </p><p></p><p>OTOH, if taking prisoners is typically rewarded - enemies know that the now rather famous PC's will take prisoners and treat them well, so they surrender faster; enemies will generally lead the PC's somewhere interesting; the DM doesn't have released prisoners come back and steal the PC's stuff while they're sleeping - then the players will be more likely to take prisoners.</p></blockquote><p></p>
[QUOTE="Hussar, post: 5213455, member: 22779"] Hrm, perhaps encourage wasn't the best word to use in hindsight. I don't mean encourage as in actively tell the players, "You should do this, it would be a good idea", but rather using the carrot approach. For example, if every single prisoner experience turns into a huge time sink and frustration, ending in massive blowouts over alignment, then, well, that's going to discourage any further taking of prisoners. OTOH, if taking prisoners is typically rewarded - enemies know that the now rather famous PC's will take prisoners and treat them well, so they surrender faster; enemies will generally lead the PC's somewhere interesting; the DM doesn't have released prisoners come back and steal the PC's stuff while they're sleeping - then the players will be more likely to take prisoners. [/QUOTE]
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