What do your PCs do with prisoners?


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An extension of this question might ask what does your party do with the noncombatant young in a monster's lair? Slay them, as they will grow up to be evil? Carry a cart-full to the local orphanage, along with a suitable donation? Adopt them as your own flesh and blood?
 

An extension of this question might ask what does your party do with the noncombatant young in a monster's lair? Slay them, as they will grow up to be evil? Carry a cart-full to the local orphanage, along with a suitable donation? Adopt them as your own flesh and blood?

In a strange parallel with the real world - stick them in front of Facebook and you're done
 

In a strange parallel with the real world - stick them in front of Facebook and you're done

The Facebook of D&D is a bit different...
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An extension of this question might ask what does your party do with the noncombatant young in a monster's lair? Slay them, as they will grow up to be evil? Carry a cart-full to the local orphanage, along with a suitable donation? Adopt them as your own flesh and blood?
That question generally leads to very unpleasant and long threads.
 

I am really surprised at the number of people whose enemies fight to the death. Especially considering how "Enemies shoudln't fight to the death; it's unrealistic" is a common complaint around here.
 

An extension of this question might ask what does your party do with the noncombatant young in a monster's lair? Slay them, as they will grow up to be evil? Carry a cart-full to the local orphanage, along with a suitable donation? Adopt them as your own flesh and blood?

I have done all three in the various games I played in.
 


We structure our games to not have this problem as often as not. It just doesn't come up. When it does come up, we try and do something productive with it. Sometimes they kill the prisoner if he looks like he'll be a problem later, but as often as not the prisoner is a mercenary who is now quite convinced that the party is more powerful than he is. If he can escape by giving his word, he isn't going to hunt them down later... he'll steer clear.

I also try and let it work in reverse. At the end of one adventure a rival adventuring group was waiting outside the dungeon and tricked the party out of the treasure they just acquired. As the players drew steel the leader of the other party tossed them a bag of gold. He said something like, "Look, we could battle this out and either side might win, but we'd both lose friends. Someone tipped us off and this time we got the upper hand. Here's a thousand gold. Not as much as we're stealing, I know, but soon enough you might be the one tossing us some gold."

It really softened the blow, made the other group feel more real, and lead to some interesting events--who tipped them off? Why? What will the players do when the tables *are* turned?
 

But this is my point.

Why should there be any reward for moral behaviour?
/snip

It's not that there is any reward for moral behavior, it's that moral behavior is actively punished. If there was no punishment for acting in a moral fashion, then people would probably default to that.

But, if every time you take a prisoner, the prisoner is going to escape/return and hurt you/refuse to give any information of use and become a ginormous time waster, then players will give it up as a bad job.

Zombie survival games are a bit different since that's the primary point of play - how do you behave in this extreme situation. But, most of the time, D&D games are not in that position. The choice to be moral is a valid option, but, not when every time you take it the DM is going to go out of the way to screw you over.
 

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