make it make sense
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make it make sense

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Pacifism and Genocide in games
Something I've been thinking after playing dishonored from what I've seen I noticed games often make pacifism the best choice, with usually zero consequences for sparing people and keeping them alive (other than someone potentially discovering their snoozing body and waking them up) however if you go killing people then the consequences become very clear in gameplay and story, which is odd cause I think sparing the wrong people could actually have consequences but it just doesn't, naturally I feel always inclined to go non-lethal cause you always get the best ending with it.
I've been meaning to get into prop-making. This was another collab piece I did with a friend. I was experimenting with different techniques to make this. The result was beyond what i've imagine.
DM: You kill Phoelarch Mage 2.
Billie (gnome ardent): Oh no!
DM: It explodes as it dies, burning everyone in a burst 3 radius.
Thaddeus (khajiit paladin): I said incapacitate them! Non-lethal damage!
Godric (fairy warlock): I can’t deal non-lethal damage, I’m a warlock…
DM: It leaves a zone of fire, and in its space a phoera appears.
Seraph (siren sorcerer): Oh, goody.
my favorite thing about doing a non-lethal run in dishonored 2 is that you just sort of end up with boy piles everywhere: in dumpsters, on rooftops, back alleys. just piles of sleepy snoozy boys, strewn across karnaca

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Psycho-Pass (2012)
from that one scene where robin had the penguin hog tied and hoped hed catch a disease or two
Dustin: I whack him twice with the pommel of my sword.
DM: He goes down in a heap.
Dustin: Neat, one guy left.
DM: Wait.
Dustin: ...What?
DM: You cannot use the pommel of your sword to hit him. You can deal non-lethal damage by hitting him with the flat of the blade, but it is physically impossible to pommel him.
Dustin: Is it a double-bladed sword?
DM: No, it’s a regular sword.
Dustin: Wait, is this because of my weird physiology?
DM: Yeah. It’s a really weird physiology.