Yora
Legend
I find that narrative examples don't really matter that much.
What really impacts how players play a game is what incentives and deterrants the game mechanics for certain kinds of actions that players might want to take. If XP for defeating monsters is the only presented default method by which characters can gain XP, then players will automatically gravitate to seek out fights. Because they understand that they are supposed to. The game is telling them it wants them to.
Make XP for defeating enemies pale compared to the amount that can be gained from collecting treasure, and making combat deadly, and you automatically get a very different engagement with the game. (As long as the players don't decide they want to play it after the game not behaving as they expected it to.)
What really impacts how players play a game is what incentives and deterrants the game mechanics for certain kinds of actions that players might want to take. If XP for defeating monsters is the only presented default method by which characters can gain XP, then players will automatically gravitate to seek out fights. Because they understand that they are supposed to. The game is telling them it wants them to.
Make XP for defeating enemies pale compared to the amount that can be gained from collecting treasure, and making combat deadly, and you automatically get a very different engagement with the game. (As long as the players don't decide they want to play it after the game not behaving as they expected it to.)