I always figure that lucky one-shots like a Sleep spell or similar can be awesome if the group is pumped about it. If they’ll be reminiscing about that time they slew the vicious werewolf in two turns, then I’m good with that.
If I sense that it will feel anti-climactic to the players, then I might do some quick thinking to add complications. Might be an unexpected defense (e.g., immunity to non-silver weapons or a spell that allows it to teleport to a bolt hole if knocked unconscious), or another layer to the story. Maybe there are two werewolves working as a team and the other will leap out of the shadows. Or this werewolf is merely the thrall of a more powerful lycanthrope (or a demon, etc.). Maybe allies of the werewolf will seek revenge. Maybe the rumored treasure is missing or hidden. That sort of thing.
Obviously, this will depend on the game style and table contract. If we’re doing OSR, then I wouldn’t mess with it; sometimes you get lucky.
Edit: In GURPS Magic, the Sleep spell description specifies that a standing victim will collapse without waking up, so I wouldn’t quibble on that front.
If I sense that it will feel anti-climactic to the players, then I might do some quick thinking to add complications. Might be an unexpected defense (e.g., immunity to non-silver weapons or a spell that allows it to teleport to a bolt hole if knocked unconscious), or another layer to the story. Maybe there are two werewolves working as a team and the other will leap out of the shadows. Or this werewolf is merely the thrall of a more powerful lycanthrope (or a demon, etc.). Maybe allies of the werewolf will seek revenge. Maybe the rumored treasure is missing or hidden. That sort of thing.
Obviously, this will depend on the game style and table contract. If we’re doing OSR, then I wouldn’t mess with it; sometimes you get lucky.
Edit: In GURPS Magic, the Sleep spell description specifies that a standing victim will collapse without waking up, so I wouldn’t quibble on that front.