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Worlds of Design: Peaceful Solutions to Violent Problems
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<blockquote data-quote="Ralif Redhammer" data-source="post: 8629040" data-attributes="member: 30438"><p>Trust is always important. If every spared foe comes back to get them, or if captured enemies stab the party in the back at every chance, they're going to stop sparing them. If the DM goes into an encounter with the decision to fight already being made and sticks to it no matter what the PCs try, the players aren't going to bother trying.</p><p></p><p>Likewise, if every random goblin that surrenders needs a name and backstory, eventually a DM is probably going to get tired of having to come up with those details.</p><p></p><p></p><p></p><p>With larger tables, I frequently make use of that tactic. It helps keep the game moving and gives everyone a chance to participate (or not, if they don't want to).</p></blockquote><p></p>
[QUOTE="Ralif Redhammer, post: 8629040, member: 30438"] Trust is always important. If every spared foe comes back to get them, or if captured enemies stab the party in the back at every chance, they're going to stop sparing them. If the DM goes into an encounter with the decision to fight already being made and sticks to it no matter what the PCs try, the players aren't going to bother trying. Likewise, if every random goblin that surrenders needs a name and backstory, eventually a DM is probably going to get tired of having to come up with those details. With larger tables, I frequently make use of that tactic. It helps keep the game moving and gives everyone a chance to participate (or not, if they don't want to). [/QUOTE]
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