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<blockquote data-quote="Jhaelen" data-source="post: 7458029" data-attributes="member: 46713"><p>The lethality of the RPG system you're using is definitely a big factor in this. In games like Runequest or Ars Magica, negotiations are quite frequent, if not the default. And if the PCs are facing an opponent that cannot be negotiated with, .e.g. in RQ the Broo or in Ars Magica (magical) beasts without an IQ stat, they'll either try to avoid combat completely (by fleeing) or at least delay it until they've taken measures to stack the odds in their favor (preparing an ambush, hiring reinforcements, etc.).</p><p></p><p>But even in our Earthdawn games, we often tried to negotiate with our enemies (the exception being Horrors and their constructs). Here, however, it was entirely because of our GMs preference of presenting us with adversaries that clearly weren't 'evil'. Instead they may have been misguided, desperate, or simply acting out of fear. I've never been faced with so many moral dilemmas as in this game group!</p></blockquote><p></p>
[QUOTE="Jhaelen, post: 7458029, member: 46713"] The lethality of the RPG system you're using is definitely a big factor in this. In games like Runequest or Ars Magica, negotiations are quite frequent, if not the default. And if the PCs are facing an opponent that cannot be negotiated with, .e.g. in RQ the Broo or in Ars Magica (magical) beasts without an IQ stat, they'll either try to avoid combat completely (by fleeing) or at least delay it until they've taken measures to stack the odds in their favor (preparing an ambush, hiring reinforcements, etc.). But even in our Earthdawn games, we often tried to negotiate with our enemies (the exception being Horrors and their constructs). Here, however, it was entirely because of our GMs preference of presenting us with adversaries that clearly weren't 'evil'. Instead they may have been misguided, desperate, or simply acting out of fear. I've never been faced with so many moral dilemmas as in this game group! [/QUOTE]
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