6 points

“My dearest Delilah, how I long to sit with you and our beautiful daughter…”

Okay sure but this guy jumped out of a bush with a flaming axe and said he’d eat our spleens. And Vilrod here identified the axe as +1 against spleens.

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5 points

… this list contains like 3 items phrased differently ~7 times each.

“This person had a family/friends” “This person was supporting someone else” “This person liked their pets”

repeat …

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4 points

Well yeah. The goal is to humanize the person they just killed, to make the players potentially regret their murderhobo ways for a brief moment. And one of the fastest ways to make a character (at least shallowly) altruistic is to have them pet the dog. Do something kind for something/someone innocent. It’s often used to show that an antagonist isn’t entirely evil, and is acting against the party due to a specific goal (rather than simply being evil for evil’s sake).

It’s the inverse of the “kick the dog” trope, where a character does something obviously evil for no narrative purpose other than proving that they are evil.

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7 points

And then there’s my fighter, who killed three pirates after hearing about their hopes and dreams.

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8 points

You loot the kobold’s body. You find a note that reads:

“Dear Krag, I miss you so much, and I pray for you to return soon. Our clutch of eggs is due to hatch, and more than anything I want the first thing they see is their devoted father…”

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18 points

This reminded me of how system really affects player behavior. I was playing a game where doing some things would trigger a check to avoid consequences.

There was a lot of “I’m gonna shoot him” -> “ok but you’ll have to roll for humanity loss” -> “…fine, nevermind, I’ll talk to him instead”

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