How much of a jerk would I be for this?


Pathfinder First Edition General Discussion

Silver Crusade

I'm thinking about doing a campaign, I had an idea to start it off with a seeming goblin/orc invasion. The twist is that, while they are technically invading, the reason they left their homeland is because of a greater evil. As an example, the orcs of Belkzen are invading because Kazavon is leading a quiet attack against the orcs to get his kingdom back. Considering that the players would then find out they were essentially slaughtering refugees, I imagine a few would hate that revelation.


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Val'bryn2 wrote:
I'm thinking about doing a campaign, I had an idea to start it off with a seeming goblin/orc invasion. The twist is that, while they are technically invading, the reason they left their homeland is because of a greater evil. As an example, the orcs of Belkzen are invading because Kazavon is leading a quiet attack against the orcs to get his kingdom back. Considering that the players would then find out they were essentially slaughtering refugees, I imagine a few would hate that revelation.

Being a victim doesn't make you a bad person - but it doesn't make you a good person, either.

If the "refugees" are killing, torturing, and eating the residents of the land to which they are driven (typical orc behavior) then they are not refugees, they are invaders. The motivation for their invasion doesn't change that. The revelation that the orcs were driven out of their homeland would not cause me to feel bad as a player, it would get me interested in the darker evil that is behind all of this.

If the orcs are behaving differently than normal (for them) that should clue the PCs that something's up. They may want to find out what, and it shouldn't be a surprise when they find out the truth. There are then possibilities of alliance - although allying with chaotic evil or malevolently insane beings is seldom a good idea.


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It depends a great deal as to the measures you have the orcs take.

For instance, if they set up on claimed land and defend it, but don't try to attack settled areas, then you could easily give the PCs a bunch of hints that not everything is adding up. Diplomatic solutions might be a preferred solution.

On the other hand, if they begin raiding villages, killing the defenders and taking everything useful before moving on to the next target, then there's a much wider range of more morally acceptable solutions.

If they flat out invade populated areas and wholesale kill/enslave the inhabitants, and set up shop or leave only death in their wake, then neighboring areas are unlikely to see them as anything other than invading conquerors who need to be driven out and/or eliminated.


you know your players best, but my advice in threads with these titles, generally is 'if you have to ask, its probably a bad idea'


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I think part of it is going to depend on how you play it.

If the invading force is invading - not fleeing, not asking for help, but coming in to the new space weapons drawn and killing people and taking their stuff - then the fact that they're refugees is kind of incidental.

Their motivation becomes understandable, but they're still wrong, and while the adventurers may decide to go back to the homeland to stop the greater evil, the adventurers shouldn't feel bad about killing them.

Now, if you want the PCs to attack them and then find out they're refugees without them attacking first? Then you definitely need to tread lightly. Perhaps the PCs hear rumors that there is an Orc horde massing, and they decide to go stop them before they get to the town/city the PCs are defending. In which case, assuming the PCs do any sort of scouting at all, make sure to stress how much the "invading" force doesn't seem to be invading.

Call out the fact that they seem downtrodden. Call out that they have children with them. Make a point that there may be some of them openly carrying weaponry, but some of them are not. Emphasize that they aren't beating war drums or chanting, with eagerness for the fight and bloodlust in their eyes, but that they are plodding, talking in low voices if at all, eyes cast down.

If the PCs attack the second type of group, they deserve the guilt for slaughtering refugees. But if you start them off with the invading force hungry for blood, and then try to say "Well, they were refugees," expect the PCs to be unsympathetic.

Silver Crusade

Good points. I was thinking of having a few goblin bands first. Some are going to be more warlike, others just trying to get away, things like that. Definitely not going to make anyone Fall if they play the classes, unless they specifically undertake evil acts.

Exo-Guardians

My best advice with all this is take steps to make the different bands and reactions known. My experience is that unless someone is a Paladin of Sarrenre, most CE monsters with low INT are going to get utterly destroyed without so much as a second thought. My solution would be to have the goblins of one warband be a local tribe that is known to the townspeople to a great degree. And then have your refugee warbands start to displace those local ones or get into conflicts with them and the townsfolk while the incoming tribes try to not upset the humans as much due to survival being a current goal.


Sounds fine to me.


I don't think you'd be a jerk. It adds some reasoning behind conflict, which makes a richer story.

And refugees shouldn't take by force. So the players shouldn't feel too angry about defending what they have when others come out from another land to take by force.

Sounds like a place in the real world really.

Silver Crusade

Yeah. I figure the orcs or goblins would, for some tribes, take by force just because they have had a lot of experience fighting the humans due to raiding, so doubts they'd be open to negotiation. Gives a good low level opponent, and also possible allies for later game.


The paladin player will probably be happy with lots of evil orcs around. Better them than stinking plants and constructs.


It wholly depends on the tone your players like to play with.

Personally, I'd love it, but I'm all into dubious morality and making anti-heroic or even villainous characters. Someone seeking a more heroic character fantasy might be upset, but even then, it would be a good catalyst for character growth.


Sounds fine as long as you are not planning a gotcha moment for killing the poor orc refugees.

Finding out that there is a bigger evil behind the problem just solved is a fairly standard trope. Some of the earliest D&D published adventures did this: A series (slavers) followed by the G series (giants) followed by the D series (drow).


The A series was a prelude to the G series? dammit, I passed that by... and you forget that the whole concludes withn module Q1 where you get to try and slay a goddess/demon princess on her own plane


Klorox wrote:
The A series was a prelude to the G series? dammit, I passed that by... and you forget that the whole concludes withn module Q1 where you get to try and slay a goddess/demon princess on her own plane

I didn't forget, but Q was not a hidden evil. It really was just D3.


point to you.

Liberty's Edge

Biggest early medieval invasions were done by people who were starving in their traditional homeland because climate changed, becoming a few degrees colder


depends, the great invasions (4th-6th centuries AD) seem to have been a chain of barbarians pushing each other, starting in China and ending in Spain and North Africa... some went farther than others for instance, if the Chinese Xiung-Nu are indeed our Huns, they seem to have gone from Turkestan to Norther Italy/Eastern France.

Similarly, the earliest Celts (Hallstatt) lived in Modern Germany and Czech republic, later Celts (La Tène) were Swiss, and by the time they enter written history, they lived in Gaul and the British Isles, their earlier territories having been taken over by Germans and Slavs.


Val'bryn2 wrote:
I'm thinking about doing a campaign, I had an idea to start it off with a seeming goblin/orc invasion. The twist is that, while they are technically invading, the reason they left their homeland is because of a greater evil. As an example, the orcs of Belkzen are invading because Kazavon is leading a quiet attack against the orcs to get his kingdom back. Considering that the players would then find out they were essentially slaughtering refugees, I imagine a few would hate that revelation.

This reads as if you want to put the players in a gotcha situation and induce them to feel horrible about their actions. Why? Why not make the first monster the they kill a defenseless baby polymorphed into an attacking monster? What is your goal here? As a GM, tricking players isn't particular clever, inventive, or praiseworthy.

If you set aside the dice, then an RPG's draw is allowing players to make informed decisions. If you want players to experience true moral dilemmas then the players have to have full knowledge of what they are doing and the decision can't be forced.

Compelling players to attack NPCs and then revealing information, after the fact, to try to make them feel bad for what they did, is simply bad gaming/story telling.


Adventure Path Charter Subscriber

For your players, it most likely will be a meaningless distinction. If the end result is orcs killing farming families and taking or burning villages, it doesn't matter the reason behind the 'invasion'. Unjust action will be met with reaction.

If I was in your campaign, my response to the reveal would be somewhere between "Interesting. So once we defeat the orcs, we got a bigger threat to deal with." to "So these orcs are refugees? Tell that to dead Farmer Jeb, his wife and three daughters." In short, don't be surprised if your players' response is "so what? - they came killing and pillaging. We will deal with them and then deal with the bigger threat later."


N N 959 wrote:
If you set aside the dice, then an RPG's draw is allowing players to make informed decisions. If you want players to experience true moral dilemmas then the players have to have full knowledge of what they are doing and the decision can't be forced.

This is most definitely not a universal axiom. It may be what draws you and/or your players to the table, but it is by no means the assumed default from which any deviation demands government-mandated disclaimers. Trickery, deception, intrigue, and moral dilemmas have been a part of tabletop RPGs as long as there have been tabletop RPGs.


well, in a campaign, I put the characters facing a disproportionately large band of orcs immigration onto civilized lands... I put far too many orcs so they would not just destroy them and walk on, because the story is that they have been chased off their traditional huntiong grounds by an undead epidemic, the goal of the campaign is for the characters to unmask and defeat the necromancer... I still have time to decide what hints I'll drop.


blahpers wrote:
N N 959 wrote:
If you set aside the dice, then an RPG's draw is allowing players to make informed decisions. If you want players to experience true moral dilemmas then the players have to have full knowledge of what they are doing and the decision can't be forced.
This is most definitely not a universal axiom. It may be what draws you and/or your players to the table, but it is by no means the assumed default from which any deviation demands government-mandated disclaimers. Trickery, deception, intrigue, and moral dilemmas have been a part of tabletop RPGs as long as there have been tabletop RPGs.

It is a universal axiom. RPGs are about decision making, once you set aside the dice. If you don't understand that, then you're not understanding the difference between RPGs and other games. Hyperbole about government-mandates is just that, hyperbole.

Employed by the GM, trickery and deception are elements of story telling. What is abundantly clear from years of GMs posting on forums is that some subset of GMs put their enjoyment first. They employ tools meant to stress the players and have little thought as to whether it actually makes the experience enjoyable for the players. Creating situations where players are induced to feel morally bankrupt for actions that the GM compelled them to take, is an example of bad gaming and smacks of GMs who simply want to see the looks of anguish on the players' faces.

Moral dilemmas are only valid if the players understand the consequence of their actions and have a choice. There is no moral dilemma if I have to open a door, only to find out it killed defenseless puppies.


N N 959 wrote:
blahpers wrote:
N N 959 wrote:
If you set aside the dice, then an RPG's draw is allowing players to make informed decisions. If you want players to experience true moral dilemmas then the players have to have full knowledge of what they are doing and the decision can't be forced.
This is most definitely not a universal axiom. It may be what draws you and/or your players to the table, but it is by no means the assumed default from which any deviation demands government-mandated disclaimers. Trickery, deception, intrigue, and moral dilemmas have been a part of tabletop RPGs as long as there have been tabletop RPGs.
It is a universal axiom. RPGs are about decision making, once you set aside the dice. If you don't understand that, then you're not understanding the difference between RPGs and other games. Hyperbole about government-mandates is just that, hyperbole.

Eppur si muove. Evidence suggests you are mistaken--many people enjoy surprises and less-than-omniscience in their games and will continue to do so in spite of your declaration.

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Employed by the GM, trickery and deception are elements of story telling. What is abundantly clear from years of GMs posting on forums is that some subset of GMs put their enjoyment first. They employ tools meant to stress the players and have little thought as to whether it actually makes the experience enjoyable for the players. Creating situations where players are induced to feel morally bankrupt for actions that the GM compelled them to take, is an example of bad gaming and smacks of GMs who simply want to see the looks of anguish on the players' faces.

Moral dilemmas are only valid if the players understand the consequence of their actions and have a choice. There is no moral dilemma if I have to open a door, only to find out it killed defenseless puppies.

If my character opens a door only to find out that it killed defenseless puppies, depending on the character, she might be horrified by the idea that her action triggered the result, but for most characters I play it's more likely that she'll be angry at whoever put a deaddog's switch on the door. You're correct, there's no moral dilemma in the situation you give, but there is an unintended consequence, which is in and of itself valid. Whether it's enjoyable is--and I cannot stress this enough--subjective.


Baphers, I appreciate the civil discourse.

blahpers wrote:
Eppur si muove. Evidence suggests you are mistaken--many people enjoy surprises and less-than-omniscience in their games and will continue to do so in spite of your declaration.

As is the case with many forum debates (in general), you're taking something I said out of context and attempting to convert it into something that it is not.

"surprises" and "less-than-omniscienece" have nothing to do with informed decision making. Nor does "informed" mean perfect information.

blaphers wrote:
You're correct, there's no moral dilemma in the situation you give, but there is an unintended consequence, which is in and of itself valid. Whether it's enjoyable is--and I cannot stress this enough--subjective.

Once again, whether something is by enjoyed someone or not, is irrelevant to the point I'm making. The fact that some people enjoy pain doesn't change the fact that those who can experience pain avoid it, still qualifies as a universal axiom.

Decision making is the cornerstone on which RPGs are built, once you remove the dice. It starts with your character name and ends with your decision to fight in your last battle. To the extent that a player's right to choose is invalidated or rendered moot, the game suffers. Turning that into an absolute, simply to argue against it, is a bad faith argument.

In this situation, the GM is creating a situation where players are compelled to fight i.e. no real choice. Then, s/he will tell them the victims of their attacks are refugees from some greater evil and s/he specifically asks if "how much of a jerk would I be for this?" The only reason to ask this question is if s/he already suspects its a dick move.

The GM is talking about creating a situation where the players are acting as would be expected, only to find out some truth and "hate the revelation." This suggests the GM expects the players to be feel guilty or mortified by their actions. The players aren't given an real choice as to their actions and aren't given any information prior to committing the act. IMO, that isn't good story telling or GMing. If that's what you like to do and your players enjoy it. More power to you.


N N 959 wrote:
Decision making is the cornerstone on which RPGs are built, once you remove the dice.

And players make decisions based on the information their characters are given, which is often limited.

N N 959 wrote:
In this situation, the GM is creating a situation where players are compelled to fight i.e. no real choice. Then, s/he will tell them the victims of their attacks are refugees from some greater evil and s/he specifically asks if "how much of a jerk would I be for this?" The only reason to ask this question is if s/he already suspects its a dick move.

But as you've correctly pointed out, there isn't a moral dilemma during the 'compelled to fight' phase so it's not a 'dick move.'

The interesting roleplaying comes after the PCs talk to the refugees and discover their plight. That's when we get to see if the players' moral compass induces their characters to change their behavior given more knowledge.

By meting out knowledge slowly, the GM is able to introduce moral dilemmas later in the game. I love it. I want to play this game right now.


N N 959 wrote:
blahpers wrote:
Eppur si muove. Evidence suggests you are mistaken--many people enjoy surprises and less-than-omniscience in their games and will continue to do so in spite of your declaration.

As is the case with many forum debates (in general), you're taking something I said out of context and attempting to convert it into something that it is not.

"surprises" and "less-than-omniscienece" have nothing to do with informed decision making. Nor does "informed" mean perfect information.

Not intentionally; I must have misunderstood. We can agree that informed decisions are important, and it seems that we can agree that this doesn't always mean perfectly informed. We (seemingly) disagree that all decisions must be informed--sometimes, especially on the battlefield, decisions must be made with no way to tell what's right other than through the filter of one's experience, and the rest left to the whims of fate. So long as the GM isn't literally changing the outcome on the fly to screw with the players (e.g., "refugees if they kill them, bloodthirsty Hitlermonsters if they don't"), there's room for the technique. Naturally, it's an art, and it can be performed poorly. I just have a sensitive badwrongfun reflex. : D No bad faith argument intended.

(skipping some stuff where we argue about whether "axiom" implies absolute since we've already stepped back from the absolute stance anyway)

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In this situation, the GM is creating a situation where players are compelled to fight i.e. no real choice. Then, s/he will tell them the victims of their attacks are refugees from some greater evil and s/he specifically asks if "how much of a jerk would I be for this?" The only reason to ask this question is if s/he already suspects its a dick move.

The GM is talking about creating a situation where the players are acting as would be expected, only to find out some truth and "hate the revelation." This suggests the GM expects the players to be feel guilty or mortified by their actions. The players aren't given an real choice as to their actions and aren't given any information prior to committing the act. IMO, that isn't good story telling or GMing. If that's what you like to do and your players enjoy it. More power to you.

Sometimes one is compelled to fight. I mean, the players could have retreated, attempted surrender or diplomacy, etc., but most players would choose to fight in that circumstance. Fair enough.

The later revelation, however, gives the players a chance to explore their characters' motivations. Does the PC feel mortified by killing refugees? Do they rationalize that the refugees, while victims, could have tried other means than violent invasion to alleviate their situation? Do they accept that "war is hell" and that sometimes there is no viable alternative to fighting? Do they attempt to reconcile the opposing forces into a combined resistance against the greater evil? Do they keep on killing orcs because, hey, screw those damn orcs, I like killing 'em, and Old Tom Rask pays a 10 gp bounty on orc ears? Do they shrug the whole thing off as "not my problem"?

There's no railroading here; the players' decisions can take the game in any number of directions from that point. Sounds like good gaming to me.


blahpers wrote:
The later revelation, however, gives the players a chance to explore their characters' motivations.

That's not the way it is being presented. I would have no problem with this simply being the intro to the bigger story-arc. But the OP isn't talking about whether this scenario is too unsettling as a set up, s/he is focused on the gotcha moment when the players learn they were "slaughtering refugees." Clearly the GM is fixated (in this post) on the idea of tricking the players into committing a heinous act and the impact on the players.

Val'bryn2 wrote:
Considering that the players would then find out they were essentially slaughtering refugees, I imagine a few would hate that revelation.

Emphasis mine.

The point I'm trying to convey is that to the extent a GM sets up PCs to act normally (with clearly no reason to act otherwise) and then says, "Ha ha look what you did, don't you feel dirty? " It's bad gaming.

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There's no railroading here

There absolutely is railroading for what the OP has described as the gotcha moment. The fact that the story might then give the players some choice as to how they proceed, doesn't change the railroading that occurs at the beginning.

And let's be clear, railroading is a part of any story driven RPG, so I'm not saying that some or even a lot of railroading is antithetical to an RPG. I play PFS and it's pretty much railroaded adventures. But players are given a fair amount of agency in how they solve the obstacles. More to the point, as this is the point, the scenarios generally don't set up moral traps like the one the OP has described. Yes, there are opportunities to commit morally questionable acts, but the players are aware of them prior to acting, not after.


We could go on about what is and isn't railroading for days. Suffice it to say that reading the original post, I can see no reason to think that players are being deprived of agency in such fashion as to call it "railroading". They have just as much agency with or without the refugees angle--there's an externally-triggered situation (orcs are invading) and they have the opportunity to decide how to act given the situation (fight back, organize defense, parley, etc.) "Slaughtering refugees" gets to the heart of OP's concern. It's a good concern to have--it demonstrates that OP wants to avoid railroading or stepping on player toes--but in this case I don't see a problem. "If you have to ask", while pithy and sometimes useful, is not a logical answer for every question.


blahpers wrote:
We could go on about what is and isn't railroading for days. Suffice it to say that reading the original post, I can see no reason to think that players are being deprived of agency in such fashion as to call it "railroading".

Then you're simply choosing to ignore what the OP has written and inserting your own idea of what you'd do or how you'd manage it as the GM. In fact, much of your response is based on things you've added to the narrative, beyond what the OP has described.

When a GM has a campaign and it starts out with the characters having to do X, the players aren't given a real choice of doing X or not, if they intend to play the scenario. In PFS, you don't get a choice as to whether you travel to wherever the encounter takes place. You don't get a choice as to whether you need to overcome the obstacles. You do, or you auto-fail the scenario. That is railroading. That is what the OP is doing.

What makes it particular bad gaming is that the players are essentially deceived into acting as they should act, defending an "invasion"--GMs word not mine--of evil humanoids, only to find out the GM wants them to feel like they've been slaughtering innocents. There's no agency there. Pretending the players can somehow choose to not fight or parley is just that, pretending. You're insisting there is some real decision to be made on the part of the players prior to attacking the invaders and we both know that's not how the game works. But the railroading, in and of itself, is not the issue.

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They have just as much agency with or without the refugees angle--there's an externally-triggered situation (orcs are invading) and they have the opportunity to decide how to act given the situation (fight back, organize defense, parley, etc.)

The "refugee" status has nothing to do with player agency because the players aren't finding out until the act has been committed. Note the use of "slaughtering" as in the act of killing and having already killed. This is not about whether the players will choose to "slaughter," the OP write it such that the players have already committed the act.

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"Slaughtering refugees" gets to the heart of OP's concern. It's a good concern to have--it demonstrates that OP wants to avoid railroading or stepping on player toes--but in this case I don't see a problem.

The players don't know these creatures are refugees until after they've committed the act.

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"If you have to ask", while pithy and sometimes useful, is not a logical answer for every question.

It's not used for "every question," it's used when people ask questions about where the line is for any ethical/morally questionable act. And it absolutely is a useful litmus for committing the act because it warns the actor that others may question the integrity of the action, which is what you often want to avoid. As a GM, you don't want your players questioning the propriety of your acts. The players should not be fearful you're trying to screw them for behaving normally.

The bottom line is you don't trick you players into acting like normal adventurers and then tell them their acts should be a basis for shame. That's my point to anyone who is paying attention. If you want to convince yourself that this isn't what the GM is doing, that somehow the players really do know the invaders are refugees before the "slaughtering" begins, then you're simply debating a different scenario. You're certainly free to interpret what the OP has written, anyway you like.

I'm not motivated to debate what is actually happening, I'm speaking out against GMs performing acts as I've interpreted the GM intends.


We're just going to have to disagree on this one, particularly since you're putting a lot of words in my mouth (and OP's), and I'm not in the mood to defend against a Gish gallop.


I have not put any words in your mouth. Please don't try and reduce my response to misquoting you.

Silver Crusade

Well, in answer to one of your concerns, some of the orcs are going to be acting like the stereotypical orc invaders, while others aren't. There will be some tells for each group. And it's going to seem like a full invasion, and presented as such in game, because that's what the inhabitants of the area expect with an influx of orcs to the area.

The goal isn't a "gotcha" moment, at least no more than it was for Knights of the Old Republic, finding out the Sith were behind the Mandalorian Wars.


I would say that you should make it clear from the get go that the orcs are fleeing- as such, their damage should show that fact.

This is simple- the party first gets involved because they are sent to investigate the orc attacks. The investigation is necessary because the attacks are unusual- the orcs rush in, take food and other critical supplies, and they leave without paying attention to slaves or needless slaughter.

This course of action is fairly reasonable for the orcs- they need food so they can survive, and they do not need more mouths to feed or to waste time 'playing around' (slaughter).

You can also influence things by allowing the party to find the slower children and elderly first. A simple pattern to follow is that the main caravan has the weaker members, while the stronger members are out gathering supplies from the nearby areas.

Once you make it clear that the group is not just a bunch of pillagers, you can then shift the party into stopping the pillaging sub group (of course... with young, strong orcs, 'diplomacy' means you have to bloody some noses first).


Val'bryn2 wrote:

Well, in answer to one of your concerns, some of the orcs are going to be acting like the stereotypical orc invaders, while others aren't. There will be some tells for each group. And it's going to seem like a full invasion, and presented as such in game, because that's what the inhabitants of the area expect with an influx of orcs to the area.

The goal isn't a "gotcha" moment, at least no more than it was for Knights of the Old Republic, finding out the Sith were behind the Mandalorian Wars.

First, I laud your posting your concerns on the forums and your willingness to solicit advice for handling something like this.

Since it's advice you are seeking, let me try and offer some. However, based on your posts, it is not clear what your goal is here. The last thing you said in your OP is this:

Quote:
Considering that the players would then find out they were essentially slaughtering refugees, I imagine a few would hate that revelation.

Your original idea seems to suggests you want the PCs to wipe out invaders, and "then find out" they were slaughtering refugees. What is your objective with this approach?

Then, after some very good advice from AaronUnicorn, you state this,

Val'bryn2 wrote:
Some are going to be more warlike, others just trying to get away, things like that.

So now it sounds like you want them to fight some orcs, but then learn from non-fighting orcs that they are fleeing something more sinister than themselves. If that's correct, then that's fine. As AaronUnicorn and others advise, you need to make it obvious that some of these orcs are non-combatants i.e. no weapons, carrying children, crippled, injured, not stopping to attack or pillage. If you intermix the combatants with non-combatants, then you're giving the players mixed messages whose only purpose is to induce them to attack someone they might not otherwise attack. I would label that bad gaming.

Silver Crusade

Yeah, the orcs who are warlike, wanting to fight, are going to be a different group. If there are groups of intermixed sensibilities, the warlike ones are going to fight, while the ones who are more peaceful (relatively) are likely to hang back, fight defensively, otherwise making it look like they aren't seeking a fight.

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