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<blockquote data-quote="Rune" data-source="post: 8440052" data-attributes="member: 67"><p>In my experience, fleeing enemies are usually dead enemies. It still happens from time to time, but not if they know and understand the PCs’ reputation.</p><p></p><p></p><p>If these are meant to disincentivize fighting it might work, but I recommend incentives, instead. Or at least additionally.</p><p></p><p>First of all, most enemies must be willing to work things out non- (or less-) violently with the PCs. And this needs to be telegraphed to the players. If they don’t know it’s the case, it might as well not be.</p><p></p><p>Second, the enemies have to offer the PCs (or players) something of value through their existence.</p><p></p><p>This need not be tangible. For instance, if the PCs initially fight them, they could visibly gain respect for the PCs during fight and may even become friendly by the end. Future interactions would likely not involve any fighting at all, except for fun.</p><p></p><p></p><p>Much easier to just make damage non-lethal. Saturday morning cartoon conventions.</p><p></p><p></p><p>I don’t see why you should only be bothered by the kills of the day. Or is that meant to be cumulative over a lifetime? In which case, the campaign will probably end pretty quickly. Exhaustion gets pretty bad as it stacks up.</p><p></p><p>Also, what counts as a person?</p><p></p><p></p><p>My experience is that punitive measures usually do bend the game toward unfun, but that doesn’t necessarily have to be the case, perhaps.</p><p></p><p>If I were trying to steer players away from (lethal) violence, I’d prefer to look for carrots to offer (as indicated above), but I might also keep a stick in my back pocket.</p><p></p><p>For me, that stick would probably be in the form of an uncontrollable growing bad reputation that is rooted in the truth of the PCs’ actions (but need not adhere to truth, of course).</p></blockquote><p></p>
[QUOTE="Rune, post: 8440052, member: 67"] In my experience, fleeing enemies are usually dead enemies. It still happens from time to time, but not if they know and understand the PCs’ reputation. If these are meant to disincentivize fighting it might work, but I recommend incentives, instead. Or at least additionally. First of all, most enemies must be willing to work things out non- (or less-) violently with the PCs. And this needs to be telegraphed to the players. If they don’t know it’s the case, it might as well not be. Second, the enemies have to offer the PCs (or players) something of value through their existence. This need not be tangible. For instance, if the PCs initially fight them, they could visibly gain respect for the PCs during fight and may even become friendly by the end. Future interactions would likely not involve any fighting at all, except for fun. Much easier to just make damage non-lethal. Saturday morning cartoon conventions. I don’t see why you should only be bothered by the kills of the day. Or is that meant to be cumulative over a lifetime? In which case, the campaign will probably end pretty quickly. Exhaustion gets pretty bad as it stacks up. Also, what counts as a person? My experience is that punitive measures usually do bend the game toward unfun, but that doesn’t necessarily have to be the case, perhaps. If I were trying to steer players away from (lethal) violence, I’d prefer to look for carrots to offer (as indicated above), but I might also keep a stick in my back pocket. For me, that stick would probably be in the form of an uncontrollable growing bad reputation that is rooted in the truth of the PCs’ actions (but need not adhere to truth, of course). [/QUOTE]
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