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Handling defeated foes: dead or unconscious, and what to do about it?
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<blockquote data-quote="MoutonRustique" data-source="post: 7302588" data-attributes="member: 22362"><p><em>Sometimes</em> (very, <em>very</em> rarely), I'll insist on a result for a given foe :</p><p>- if I can't see <em>any</em> way in which the effect could not be lethal</p><p>- if I <em>really</em> don't want the NPC to die <em>AND</em> the players' character <em>really</em> shouldn't want the NPC to die (don't scream at me, it is a rareisim thing, but it <em>has</em> happened twice for me - in 20 years...)</p><p></p><p>Otherwise (i.e. "always"), it's the players' call.</p><p></p><p>I take it as a personal challenge, because I am not good at roleplaying the informative/uninformative NPC out of hand - I often reveal too much, or end up not saying anything worthwhile when I should have (which I figure out 3h later...) But, you know, that's how you grow! (I'm hoping! It's been ... a while now, and I'm not seeing the improvement... But the hope is alive! <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /> )</p><p></p><p>The big thing I try to do is make defeated foes <em>defeated</em> foes. They're not going to "break free and murder them in their sleep" or something to that effect. They will try to run away, or something <em>if</em> the players are telling me by their actions that they're kind of hoping they try, but otherwise, they'll act as <em>defeated </em>foes.</p><p></p><p>But I'm not going to lie and say that the table sees defeat in the same way : I always find it fascinating when players prefer to have their character <em>die</em> than give up an important (not <em>critical</em> simply costly, or powerful) item, but seem to expect a defeated foe to hand over everything and anything - including oaths of allegiance, eternal servitude, etc. It can create some friction and disagreement, but then again, nothing so important that we stop playing! <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f609.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=";)" title="Wink ;)" data-smilie="2"data-shortname=";)" /></p></blockquote><p></p>
[QUOTE="MoutonRustique, post: 7302588, member: 22362"] [I]Sometimes[/I] (very, [I]very[/I] rarely), I'll insist on a result for a given foe : - if I can't see [I]any[/I] way in which the effect could not be lethal - if I [I]really[/I] don't want the NPC to die [I]AND[/I] the players' character [I]really[/I] shouldn't want the NPC to die (don't scream at me, it is a rareisim thing, but it [I]has[/I] happened twice for me - in 20 years...) Otherwise (i.e. "always"), it's the players' call. I take it as a personal challenge, because I am not good at roleplaying the informative/uninformative NPC out of hand - I often reveal too much, or end up not saying anything worthwhile when I should have (which I figure out 3h later...) But, you know, that's how you grow! (I'm hoping! It's been ... a while now, and I'm not seeing the improvement... But the hope is alive! :) ) The big thing I try to do is make defeated foes [I]defeated[/I] foes. They're not going to "break free and murder them in their sleep" or something to that effect. They will try to run away, or something [I]if[/I] the players are telling me by their actions that they're kind of hoping they try, but otherwise, they'll act as [I]defeated [/I]foes. But I'm not going to lie and say that the table sees defeat in the same way : I always find it fascinating when players prefer to have their character [I]die[/I] than give up an important (not [I]critical[/I] simply costly, or powerful) item, but seem to expect a defeated foe to hand over everything and anything - including oaths of allegiance, eternal servitude, etc. It can create some friction and disagreement, but then again, nothing so important that we stop playing! ;) [/QUOTE]
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