Mercy
Over the years, I've read some great stories about countless adventures from people who played a TTRPG — only to encounter a horrible GM. The ones who are merciless, who seem to aim to hurt and punish their own table. I can't fathom that kind of gameplay, but to each their own.
I'm a firm believer that actions have consequences, but I don't want to kill my players' characters because of a GM's power trip. That said, I'm not one to coddle my table either. My players have learned that if I say certain phrases — like "are you sure about that?" — or if I start giggling, the choice they just made has about a 50/50 shot of being a bad idea.
In my game world, every action carries some kind of consequence, great or small. If a player refuses to help someone in need, that choice matters later. Maybe that someone was the local merchant's daughter and once the merchant finds out his daughter went unhelped, he stops selling to that player.
A better example: befriending a Calamivox Ingratus. During the initial expedition, one player from each group extended a hand to a lone C. Ingratus, much to their teammates' dismay. A C. Ingratus is essentially a sentient, long Furby and yes, plenty of people would call that nightmare fuel. But it's also one of the best companions a player can find early in the game. Honestly, I expected one of the groups to attack it and escalate things into something far more hostile. Instead, both players chose compassion, and going forward, my players will learn that a C. Ingratus is worth befriending: show it kindness, and it returns the favor — finding hidden caches, safe corridors, and more. Mercy goes a long way in this game.
Just because my setting is post-apocalyptic/dark fantasy/survival horror doesn't mean I, as GM, am out to murder my whole table. Like the C. Ingratus, compassion and forgiveness can pay off down the road. You know, mercy.
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