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To hijack the thread a little, how do the choices on a Persuasion check work? Do you generally want to pick the most effective choice, or are all choices equally effective, with your stats + Persuasion skill determining whether or not it succeeds?
If they're worried you'll just kill the people anyway, add a tag which makes them invulnerable once you choose the peaceful route and if they want to leave the option open to backstab them after you agreed to peace - give the player a "(lie) Sure I want peace" type dialogue option, to leave the option for violence open.
This is like playing PnP games in the days before social interaction was considered important and you'd have the same problem - even if you could manage to talk your way out of combat, nowhere in the rules did you get XP for doing so ... apparently, they assumed that real adventurers do their talking with fists.
This idea of punishing players for not choosing combat seriously detracts from the rpg element of the game.