"Roll for initiative!" Perhaps too often is this the the first words spoken by a referee at the beginning of an encounter. If the game is viewed as a wargame, in which combat is the goal and purpose, then combat seems the most appropriate method for handling most encounters. A role-playing game may involve much more than combat, however, and this is indeed what sets it apart as a hobby separate from wargaming (and separate from CRPG).
Many characters in a typical FRP game are built for combat. Many players enjoy combat above all other aspects of the game and there is of course no wrong way to play the game. Computer and consul RPGs (CRPGs) excel at combat, but handle dialogue and social aspects of the game less well. The table-top RPG (TTRPG) is not limited to what the programmer thinks might happen and therefore codes into the CRPG options. If one takes the time to ask a few questions of the referee, there may emerge an entirely different way to enjoy playing any table-top scenario. Exploration, discovery, investigation - these are all aspects of even the simplest TTRPG dungeon crawl. Engaging the world through diplomacy, role-playing what your character says, is also a part of many games.
Motivations play an enormous role in determining how creatures in the real world react and there is little reason for this to not be the case in our role-playing games. We should ask ourselves, "What is the motive of this person (or beast)?" Once we have the answer clear in our mind, there will usually be more than one way to achieve this motive. Even a creature that desires to eat you may respond favorably to being offered food without a fight. A bribe, or a lie can often get you past the guards and without the loss of hit points, or having to use up some valuable magic. Sneaking about is the basis of many a covert mission where gaining access to or acquiring valuable intelligence is the motive. Thievery is just that and is quite distinct from murder. The question of motive can be a dark one in some cases - I suppose genocide as a motive is just that, and leaves little room for discussion, but aside from that, most creatures will not necessarily be fanatical.
Most referees enjoy sharing lore about their world. What better way to do this than to get their players talking to NPCs - even "monsters" about what's around the corner, over the next hill or some bit of ancient history that makes this place "special". Dialoguing with its inhabitants is a great way for you and your players to explore the shared fictional setting and to further enjoy the game. It has been my experience that the more the players know about the world, the more they seem to enjoy uncovering its hidden secrets.
One way to "shape" player behavior during a game is by making it clear just what the potential rewards are (and are not). Granting experience for the monsters slain will pretty well assure that killing the monster will be at the top of a player's to-do list. One of the advantages to giving experience for gold, or for just for showing up and playing for the session is that it encourages more than killing. It is important that players are aware of this fact prior to character generation, because a PC built for combat is likely to default to what they do best. Players will follow the rewards. Let your players know how they can be successful in your game without always going straight to combat and you may see a surprising level of creativity emerge!
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