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<blockquote data-quote="ammulder" data-source="post: 6946328" data-attributes="member: 6864710"><p>I also have a player who just wants to kick butt. His first reaction to any NPC is to say "I kill him/her" (whether or not that's in his power -- it's just his gut reaction). I can guide him ("you understand your head comes up to the kneecap of that Giant, right?"), but I think if I made him apologize for his rudeness to the NPC, he would just be way too far into not-having-fun-now. So whether or not the witch was in the right, whether or not the players were being reasonable, you may have just gone too far for the one player (the one who now wants to re-roll).</p><p></p><p>If I were the GM here, I'd be looking for a way to turn this to the PCs' advantage, and give them a clear path to success/reward that ultimately requires working with the witch, making them look smart in hindsight for not going back to kill her. Maybe someone *really bad* comes along, and it turns out there's some advantage to capturing their soul instead of freeing it. Perhaps, for instance, their soul is sworn to a demon, and if they're killed, the demon can do something "even worse" with it (step into it to manifest in the world or whatever). The best/only way out is to get someone to capture the soul, taking the bad guy who presently uses the soul out of play without giving the demon a foothold. Surprise! We know someone who can help us with that. But the soul angle would have to kind of unfold through play, so instead of looking like a desperation maneuver it looks like these interlocking threads were planned all along. <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></blockquote><p></p>
[QUOTE="ammulder, post: 6946328, member: 6864710"] I also have a player who just wants to kick butt. His first reaction to any NPC is to say "I kill him/her" (whether or not that's in his power -- it's just his gut reaction). I can guide him ("you understand your head comes up to the kneecap of that Giant, right?"), but I think if I made him apologize for his rudeness to the NPC, he would just be way too far into not-having-fun-now. So whether or not the witch was in the right, whether or not the players were being reasonable, you may have just gone too far for the one player (the one who now wants to re-roll). If I were the GM here, I'd be looking for a way to turn this to the PCs' advantage, and give them a clear path to success/reward that ultimately requires working with the witch, making them look smart in hindsight for not going back to kill her. Maybe someone *really bad* comes along, and it turns out there's some advantage to capturing their soul instead of freeing it. Perhaps, for instance, their soul is sworn to a demon, and if they're killed, the demon can do something "even worse" with it (step into it to manifest in the world or whatever). The best/only way out is to get someone to capture the soul, taking the bad guy who presently uses the soul out of play without giving the demon a foothold. Surprise! We know someone who can help us with that. But the soul angle would have to kind of unfold through play, so instead of looking like a desperation maneuver it looks like these interlocking threads were planned all along. :) [/QUOTE]
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