The other day some guy was walking his dog outside in the city. The dog took a shit, and the guy just kept walking. I made eye contact but didn't say anything. Just shook my head and kept walking.
We were heading in the same direction and after a bit I got to my destination and stopped. He stopped a little ahead and let his dog take another shit. He looked back at me and said something like "you wanna pick this one up? Coward."
I don't know but for that moment I was emotionally ready to murder him. He's literally making the world a shittier place, and for nothing. I don't want that kind of selfish shithead just walking around without consequences.
Well, lucky for me I'm not armed and have impulse control. He was bigger than me and I don't know how to fight. I yelled at him that he's a shithead or something inarticulate, and he laughed and kept walking.
Fuck that guy. I hope he gets hit my a truck and bleeds out in a shit filled ditch.
Some games ask the players to define the stakes and goals when a conflict starts. This can help keep players on track.
Like, the players are on a journey through the mountains, and as they pass through a tunnel they encounter a giant spider. The default mode is "fight the spider to the death!". But if you ask the players again "what is your goal here?" they might remember it's "get through the mountains", not "kill everything we meet." Now they might focus on how to get past it safely.
If the DM rewards players for advancing their goals instead of just murder, that can also encourage non-murder behavior.