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1. The Core Philosophy
In most action RPGs, combat ends with the destruction of an enemy. In GROMP STOMPERS, there is a higher goal. The combat system is built on the philosophy that true victory is an act of compassion. The word 'release' is used for a reason: the beings players confront are trapped in intense emotional suffering. The objective is not to defeat them but to free them from that suffering. This subtle but fundamental shift changes everything about how weapons, enemy behavior, and the story itself are designed.
2. The Mechanics of Release
Kindness is Mechanical: The 'Release' mechanic must be earned. Defeat constitutes an end to suffering, achieved without death, harm, or any bad stuff. A being of GOOD does not kill; they subvert acts of cruelty. The ensuing kindness is given not just to those who would fall victim, but to the perpetrators themselves, and it comes without placing any burden upon the victim. Understanding is an excellent answer to cruelty.
3. The Visuals of Compassion
The Visuals of Compassion: When a foe is released, there is no gore or violence. Instead, the enemy is whisked away to a sanctuary of temporary care. This initial act of prevention—a brief separation from those they would harm—replaces violent retribution with effective safety. This sanctuary is not punitive; there is no punishment or karmic justice. It is a place where no harm can occur. They are placed on an accelerated path to kindness, where they find specialized lessons designed to be fun and enjoyable, even for the most grievous offenders. The objective is always restoration: getting them back out into the world as soon as possible, serving their highest, truest self. When all is said and done, previously defeated foes may be found roaming the land! Players are encouraged to wish them well, for one of the highest forms of intelligence is kindness.