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#1zombiegleemaxSep 23, 2003 9:16:26 | I try to make the players in my game think before they engage blindly "monsters" and evil creatures by making the latter parlay when they feel they're outnumbered or overpowered, or by having them unexpectedly help them ( for their own agenda, most of the time ). The problem is, this makes them furious because they have to refrain from killing them (as they are good-aligned characters ) and are not sure what to do with them after that, and on a more psychological level, find it too be too complicated to be alert to the possibility that the nasty brutes they have in front of them will have a piece of crucial information. I guess they'd rather just crush them and feel good that they put an end to yet one more gang of evil-doers. I've done this for hobgoblins, thieves, and even ogres (though they had special orders), as to me every sentient being should assess the situation before getting in a fight. So far the players have accepted it but they grumble about it still, and I was told I should never do this with draconians, because they're ihenrently evil and cannot be otherwise because of the abishai soul that is the base of their being. And again, the other reason is that draconians are the "evil critter" of DL, and are fun to hate and kill. ( We play in late Fourth age so they don't have a clue about females and Kang...) I've even had them meet a hobgoblin teenager who was prisoner of a clan of ogres along with a knight of the sword, and who was impressed by the knights' principles and may want to emulate him. I guess I'm asking if any of you had similar problems with their players, and if, since the goal of the game is to have fun, I should just yield and give them simple evil monsters to bash on. |