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<blockquote data-quote="Brazeku" data-source="post: 3747437" data-attributes="member: 48916"><p>I don't think you did anything wrong, I just think your players have developed an expectation that anytime they see something that looks like it could be nasty, they have to kill it. You can just inform them that this isn't always the case, or you can be more subtle about it by throwing some harmless looking or openly helpful 'bridge' NPCs around to draw the party into social interactions.</p><p></p><p>Say for example you want to have the party parlay with some mindflayers one session. Well, a good way to drop some hints is to have them come across a badly wounded mindflayer, say, battling with some creature. This creature then also attacks the party (before they get a chance to act), so the party now has to work with the mindflayer just to stay alive. During the combat, have the mindflayer maybe use a curing wand on some party members, and there you have it - you've established some trust for an unusual ally to work with the party, and possibly draw them into a more socially oriented series of encounters, where regularly the impulse would be 'kill kill kill'.</p></blockquote><p></p>
[QUOTE="Brazeku, post: 3747437, member: 48916"] I don't think you did anything wrong, I just think your players have developed an expectation that anytime they see something that looks like it could be nasty, they have to kill it. You can just inform them that this isn't always the case, or you can be more subtle about it by throwing some harmless looking or openly helpful 'bridge' NPCs around to draw the party into social interactions. Say for example you want to have the party parlay with some mindflayers one session. Well, a good way to drop some hints is to have them come across a badly wounded mindflayer, say, battling with some creature. This creature then also attacks the party (before they get a chance to act), so the party now has to work with the mindflayer just to stay alive. During the combat, have the mindflayer maybe use a curing wand on some party members, and there you have it - you've established some trust for an unusual ally to work with the party, and possibly draw them into a more socially oriented series of encounters, where regularly the impulse would be 'kill kill kill'. [/QUOTE]
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