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	<title>Comments on: The Problem With Murder Isn&#8217;t The XP Awards</title>
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	<link>http://webamused.com/bumblers/2009/06/23/the-problem-with-murder-isnt-the-xp-awards/</link>
	<description>The adventures of the Sunday gaming group</description>
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		<title>By: rachel</title>
		<link>http://webamused.com/bumblers/2009/06/23/the-problem-with-murder-isnt-the-xp-awards/comment-page-1/#comment-1049</link>
		<dc:creator>rachel</dc:creator>
		<pubDate>Sat, 25 Jul 2009 01:50:06 +0000</pubDate>
		<guid isPermaLink="false">http://webamused.com/bumblers/?p=1112#comment-1049</guid>
		<description>Super duper late to this conversation, but I thought I&#039;d comment because I had a situation like this last night, where my players - who I had pegged as consummate hack-n-slashers - STOPPED a confrontation with a gang of halflings who&#039;d come to break their kneecaps, and defused it with diplomacy.  And I gave them full XP, but I was kind of baffled, because I hadn&#039;t anticipated the possibility at all.  It threw me off my rhythm for the rest of the evening.

But, hey, it makes the game more interesting, in fact.  There are more directions this could go: maybe the gang will trust them now, or they could work together on something.  Maybe they&#039;d be good allies in a time of need.  It&#039;s much more interesting than just &quot;the gang hates you and will periodically jump out at you in dark alleys.&quot;

But it still took me by surprise, because I&#039;d taken my own players for thugs.</description>
		<content:encoded><![CDATA[<p>Super duper late to this conversation, but I thought I&#8217;d comment because I had a situation like this last night, where my players &#8211; who I had pegged as consummate hack-n-slashers &#8211; STOPPED a confrontation with a gang of halflings who&#8217;d come to break their kneecaps, and defused it with diplomacy.  And I gave them full XP, but I was kind of baffled, because I hadn&#8217;t anticipated the possibility at all.  It threw me off my rhythm for the rest of the evening.</p>
<p>But, hey, it makes the game more interesting, in fact.  There are more directions this could go: maybe the gang will trust them now, or they could work together on something.  Maybe they&#8217;d be good allies in a time of need.  It&#8217;s much more interesting than just &#8220;the gang hates you and will periodically jump out at you in dark alleys.&#8221;</p>
<p>But it still took me by surprise, because I&#8217;d taken my own players for thugs.</p>
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		<title>By: Joshua</title>
		<link>http://webamused.com/bumblers/2009/06/23/the-problem-with-murder-isnt-the-xp-awards/comment-page-1/#comment-1022</link>
		<dc:creator>Joshua</dc:creator>
		<pubDate>Thu, 25 Jun 2009 14:37:21 +0000</pubDate>
		<guid isPermaLink="false">http://webamused.com/bumblers/?p=1112#comment-1022</guid>
		<description>@Zzarchov - &quot;should we kill him for 10,000 xp or risk him getting away for 25,000?&quot; isn&#039;t a very interesting question compared to either &quot;Do we want the kind of campaign where villains recur&quot; or &quot;Is my PC the kind of person who would kill a helpless enemy?&quot;  And the answer to the interesting questions will tend to render the first question moot.

Do you really want to encourage the kind of play where the players say &quot;Well, I don&#039;t really care for campaigns where the villains come back, and my character would definitely be all for killing the villain while he has the opportunity...but, damn, 150% more experience is hard to pass up!&quot;  That&#039;s where the feeling that this is just a bribe to get them to play the way you want instead of the way they want comes from.</description>
		<content:encoded><![CDATA[<p>@Zzarchov &#8211; &#8220;should we kill him for 10,000 xp or risk him getting away for 25,000?&#8221; isn&#8217;t a very interesting question compared to either &#8220;Do we want the kind of campaign where villains recur&#8221; or &#8220;Is my PC the kind of person who would kill a helpless enemy?&#8221;  And the answer to the interesting questions will tend to render the first question moot.</p>
<p>Do you really want to encourage the kind of play where the players say &#8220;Well, I don&#8217;t really care for campaigns where the villains come back, and my character would definitely be all for killing the villain while he has the opportunity&#8230;but, damn, 150% more experience is hard to pass up!&#8221;  That&#8217;s where the feeling that this is just a bribe to get them to play the way you want instead of the way they want comes from.</p>
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		<title>By: vanphil</title>
		<link>http://webamused.com/bumblers/2009/06/23/the-problem-with-murder-isnt-the-xp-awards/comment-page-1/#comment-1020</link>
		<dc:creator>vanphil</dc:creator>
		<pubDate>Wed, 24 Jun 2009 17:31:58 +0000</pubDate>
		<guid isPermaLink="false">http://webamused.com/bumblers/?p=1112#comment-1020</guid>
		<description>Joshua, I completely agree with you in this case :)

But I also think that players play a major part in these situation. I played with people who reacted with backstabbing whenever caught stealing, and with other people that tried to spare and  redeem demons &amp; devils.
I can say it is really difficult to set a story with a recurring villain when people on the table ask to roll for initiative whenever the DM sets up an encounter...</description>
		<content:encoded><![CDATA[<p>Joshua, I completely agree with you in this case :)</p>
<p>But I also think that players play a major part in these situation. I played with people who reacted with backstabbing whenever caught stealing, and with other people that tried to spare and  redeem demons &amp; devils.<br />
I can say it is really difficult to set a story with a recurring villain when people on the table ask to roll for initiative whenever the DM sets up an encounter&#8230;</p>
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		<title>By: Siskoid</title>
		<link>http://webamused.com/bumblers/2009/06/23/the-problem-with-murder-isnt-the-xp-awards/comment-page-1/#comment-1019</link>
		<dc:creator>Siskoid</dc:creator>
		<pubDate>Wed, 24 Jun 2009 11:33:14 +0000</pubDate>
		<guid isPermaLink="false">http://webamused.com/bumblers/?p=1112#comment-1019</guid>
		<description>Another way to keep a recurring villain safe is to make him the guy the players love to hate. If every social interaction they have with the villain is funny and/or cool, if his very presence makes the story more epic, they&#039;ll be more likely to want him to stay in the game world as a &quot;story engine&quot;. They just love to foil his plans!

I&#039;ve usually had success by combining this with &quot;mastermind&quot; and &quot;consequences to killing him&quot; (politically powerful, so retaliation would have been too great) and one other way:

Cheating death: The villain SEEMS to die, but you can&#039;t find the body. After the killing blow, for example, he might fall in a pit, or the roof could cave in, whatever. Always have an out. It&#039;s fun to reintroduce the villain from the shadows and the realization that he survived is usually great (but you can&#039;t do this TOO often, or else you have to do it as a running gag).</description>
		<content:encoded><![CDATA[<p>Another way to keep a recurring villain safe is to make him the guy the players love to hate. If every social interaction they have with the villain is funny and/or cool, if his very presence makes the story more epic, they&#8217;ll be more likely to want him to stay in the game world as a &#8220;story engine&#8221;. They just love to foil his plans!</p>
<p>I&#8217;ve usually had success by combining this with &#8220;mastermind&#8221; and &#8220;consequences to killing him&#8221; (politically powerful, so retaliation would have been too great) and one other way:</p>
<p>Cheating death: The villain SEEMS to die, but you can&#8217;t find the body. After the killing blow, for example, he might fall in a pit, or the roof could cave in, whatever. Always have an out. It&#8217;s fun to reintroduce the villain from the shadows and the realization that he survived is usually great (but you can&#8217;t do this TOO often, or else you have to do it as a running gag).</p>
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		<title>By: Zzarchov</title>
		<link>http://webamused.com/bumblers/2009/06/23/the-problem-with-murder-isnt-the-xp-awards/comment-page-1/#comment-1016</link>
		<dc:creator>Zzarchov</dc:creator>
		<pubDate>Wed, 24 Jun 2009 00:00:44 +0000</pubDate>
		<guid isPermaLink="false">http://webamused.com/bumblers/?p=1112#comment-1016</guid>
		<description>Im sorry you feel that way. Never the less, you don&#039;t need to write down a rule if you enforce it.  It is still a rule.

The problem with an unwritten rule is people don&#039;t know about it until you tell them, much better to just write it down.
.-= Zzarchov&#180;s last blog ..&lt;a href=&quot;http://zzarchov.blogspot.com/2009/06/follow-up-to-social-conflict-mechanics.html&quot; rel=&quot;nofollow&quot;&gt;A follow-up to Social Conflict Mechanics&lt;/a&gt; =-.</description>
		<content:encoded><![CDATA[<p>Im sorry you feel that way. Never the less, you don&#8217;t need to write down a rule if you enforce it.  It is still a rule.</p>
<p>The problem with an unwritten rule is people don&#8217;t know about it until you tell them, much better to just write it down.<br />
.-= Zzarchov&#180;s last blog ..<a href="http://zzarchov.blogspot.com/2009/06/follow-up-to-social-conflict-mechanics.html" rel="nofollow">A follow-up to Social Conflict Mechanics</a> =-.</p>
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		<title>By: gleichman</title>
		<link>http://webamused.com/bumblers/2009/06/23/the-problem-with-murder-isnt-the-xp-awards/comment-page-1/#comment-1015</link>
		<dc:creator>gleichman</dc:creator>
		<pubDate>Tue, 23 Jun 2009 23:30:04 +0000</pubDate>
		<guid isPermaLink="false">http://webamused.com/bumblers/?p=1112#comment-1015</guid>
		<description>Don&#039;t play foolish word games Zzarchov, claiming &#039;unwritten rules&#039; as nothing different than game mechanics is the act of someone more committed to a fantasy than a game design viewpoint.</description>
		<content:encoded><![CDATA[<p>Don&#8217;t play foolish word games Zzarchov, claiming &#8216;unwritten rules&#8217; as nothing different than game mechanics is the act of someone more committed to a fantasy than a game design viewpoint.</p>
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		<title>By: Zzarchov</title>
		<link>http://webamused.com/bumblers/2009/06/23/the-problem-with-murder-isnt-the-xp-awards/comment-page-1/#comment-1014</link>
		<dc:creator>Zzarchov</dc:creator>
		<pubDate>Tue, 23 Jun 2009 22:17:50 +0000</pubDate>
		<guid isPermaLink="false">http://webamused.com/bumblers/?p=1112#comment-1014</guid>
		<description>If you don&#039;t think that rules influence gameplay, you should really think twice about gameplay.  While it is true the GM&#039;s Fiat can act as &quot;unwritten rules&quot; to guide gameplay, its still a rule even if you don&#039;t write it down.  That is the nature of human behaviour.  Its why its a roleplaying GAME and not therapeutic roleplaying or training roleplaying.
.-= Zzarchov&#180;s last blog ..&lt;a href=&quot;http://zzarchov.blogspot.com/2009/06/follow-up-to-social-conflict-mechanics.html&quot; rel=&quot;nofollow&quot;&gt;A follow-up to Social Conflict Mechanics&lt;/a&gt; =-.</description>
		<content:encoded><![CDATA[<p>If you don&#8217;t think that rules influence gameplay, you should really think twice about gameplay.  While it is true the GM&#8217;s Fiat can act as &#8220;unwritten rules&#8221; to guide gameplay, its still a rule even if you don&#8217;t write it down.  That is the nature of human behaviour.  Its why its a roleplaying GAME and not therapeutic roleplaying or training roleplaying.<br />
.-= Zzarchov&#180;s last blog ..<a href="http://zzarchov.blogspot.com/2009/06/follow-up-to-social-conflict-mechanics.html" rel="nofollow">A follow-up to Social Conflict Mechanics</a> =-.</p>
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		<title>By: gleichman</title>
		<link>http://webamused.com/bumblers/2009/06/23/the-problem-with-murder-isnt-the-xp-awards/comment-page-1/#comment-1013</link>
		<dc:creator>gleichman</dc:creator>
		<pubDate>Tue, 23 Jun 2009 21:54:36 +0000</pubDate>
		<guid isPermaLink="false">http://webamused.com/bumblers/?p=1112#comment-1013</guid>
		<description>I&#039;m amazing that there are designers who actually think that groups are bound in their actions or play style by the way they write XP rules.

Or that bribing them to do something produces good play instead of pandering.</description>
		<content:encoded><![CDATA[<p>I&#8217;m amazing that there are designers who actually think that groups are bound in their actions or play style by the way they write XP rules.</p>
<p>Or that bribing them to do something produces good play instead of pandering.</p>
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		<title>By: Zzarchov</title>
		<link>http://webamused.com/bumblers/2009/06/23/the-problem-with-murder-isnt-the-xp-awards/comment-page-1/#comment-1012</link>
		<dc:creator>Zzarchov</dc:creator>
		<pubDate>Tue, 23 Jun 2009 21:40:48 +0000</pubDate>
		<guid isPermaLink="false">http://webamused.com/bumblers/?p=1112#comment-1012</guid>
		<description>There is never the less quite a far cry.  The goal isn&#039;t to have every villain be a recurring villain, not to force the players not to kill.  Hell, even with a capture,  death is still often the fate of the villain (usually after a trial).

Its to make it a choice not a problem.  There is more to gain from keeping the villain alive (at least until you have trial) than to ALWAYS killing.  

This allows for those type of games where you have an old villain escape etc, without it being fiat. Fiat is often very frustrating for players if they have no say over it.  This allows for more organic gameplay.

And in gameplay, this does work, especially when the numbers get big. Players ask themselves what the best course of action is, and there is more than more than one good option.

They can get 10,000 XP and end the problem of this villain risking them again, or they can get 25,000 XP and risk him getting away.

Thats far different than 25,000XP and end the problem VS 25,000XP and risk him getting away.

The first option is a choice, the second is a very simple problem.

Side note:

Im glad to see you read my blog. Im personally a fan of alot of your work.
.-= Zzarchov&#180;s last blog ..&lt;a href=&quot;http://zzarchov.blogspot.com/2009/06/follow-up-to-social-conflict-mechanics.html&quot; rel=&quot;nofollow&quot;&gt;A follow-up to Social Conflict Mechanics&lt;/a&gt; =-.</description>
		<content:encoded><![CDATA[<p>There is never the less quite a far cry.  The goal isn&#8217;t to have every villain be a recurring villain, not to force the players not to kill.  Hell, even with a capture,  death is still often the fate of the villain (usually after a trial).</p>
<p>Its to make it a choice not a problem.  There is more to gain from keeping the villain alive (at least until you have trial) than to ALWAYS killing.  </p>
<p>This allows for those type of games where you have an old villain escape etc, without it being fiat. Fiat is often very frustrating for players if they have no say over it.  This allows for more organic gameplay.</p>
<p>And in gameplay, this does work, especially when the numbers get big. Players ask themselves what the best course of action is, and there is more than more than one good option.</p>
<p>They can get 10,000 XP and end the problem of this villain risking them again, or they can get 25,000 XP and risk him getting away.</p>
<p>Thats far different than 25,000XP and end the problem VS 25,000XP and risk him getting away.</p>
<p>The first option is a choice, the second is a very simple problem.</p>
<p>Side note:</p>
<p>Im glad to see you read my blog. Im personally a fan of alot of your work.<br />
.-= Zzarchov&#180;s last blog ..<a href="http://zzarchov.blogspot.com/2009/06/follow-up-to-social-conflict-mechanics.html" rel="nofollow">A follow-up to Social Conflict Mechanics</a> =-.</p>
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		<title>By: Geoff</title>
		<link>http://webamused.com/bumblers/2009/06/23/the-problem-with-murder-isnt-the-xp-awards/comment-page-1/#comment-1011</link>
		<dc:creator>Geoff</dc:creator>
		<pubDate>Tue, 23 Jun 2009 21:34:07 +0000</pubDate>
		<guid isPermaLink="false">http://webamused.com/bumblers/?p=1112#comment-1011</guid>
		<description>I love the points you make about dealing with murder/elimination of villains.

I would suggest that a with foresight and planning, there should always be a bargaining chip to make the prospect of elimination less appealing.  For example, the party may be hired to turn in the villain and eliminating them would nullify the contract and jeopardize future contracts.  Or it may be a character alignment issue won&#039;t allow that option.  Or if the characters are mercenaries or chaotic, the villain may offer something worthwhile in exchange for their life... perhaps a clue for a new adventure... or something to extend the campaign or the release of an important character... something the party would find valuable and justify the continued existence of their enemy.</description>
		<content:encoded><![CDATA[<p>I love the points you make about dealing with murder/elimination of villains.</p>
<p>I would suggest that a with foresight and planning, there should always be a bargaining chip to make the prospect of elimination less appealing.  For example, the party may be hired to turn in the villain and eliminating them would nullify the contract and jeopardize future contracts.  Or it may be a character alignment issue won&#8217;t allow that option.  Or if the characters are mercenaries or chaotic, the villain may offer something worthwhile in exchange for their life&#8230; perhaps a clue for a new adventure&#8230; or something to extend the campaign or the release of an important character&#8230; something the party would find valuable and justify the continued existence of their enemy.</p>
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