yronimos |
Awesome.
For the record, if they resolved the encounter in a satisfying way and it makes sense in some way for them to get a reward, I'd find a way to give them the treasure, whether they resorted to combat or not.
For instance, suppose the players really got in character, and negotiated a peace deal with the Goblins, rolled their skill rolls well, and resolved the conflict peacefully without resorting to bloodshed. I'd either have the Goblin King give them a reward for resolving the feud before it turned into a bloody civil war, or have the Goblin King instead promise to repay the party with an appropriate favor later (let the PCs choose loot or favor).
I think it's important to encourage the players to look at their character sheets, and find ways to use the other resources at their disposal (besides the obvious combat stats) in a creative way, and rewarding the players for finding non-combat solutions is one way of doing that.
After all, if they left a group of Goblins alive which owe the party a favor later on, or who can otherwise turn back up again in a friendly or villainous role that can give the game continuity and give the players a sense that their actions do matter and have long-term consequences good and bad, then that's a good thing: they made your job as a storyteller easier and more fun, and that's something you want to reward!