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No Casualties Run

 No Casualties Run
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Keeping your units alive as a Self-Imposed Challenge. This is where you try to make sure there are absolutely minimized, if any, casualties.
Different from a No Death Run in that games where this challenge is invoked have the Player controlling multiple characters at the same time, and not with the same degree of control as in a Platformer or a First-Person Shooter. Usually invoked in RPGs and Strategy games. As the aforementioned reduced degree of control makes a No-Damage Run technically impossible, this becomes the Closest Thing We Got.
Advertisement:propertag.cmd.push(function() { proper_display('tvtropes_mobile_ad_1'); })This may extend to enemies for a Pacifist Run.
Compare Everybody Lives, which is when a work of fiction averts plotline deaths.
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DBTropes
 No Casualties Run / int_2192aeb3
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No Casualties Run
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Most Fire Emblem players tend to follow this trope by default, since outside "Casual Mode" (introduced in Fire Emblem: New Mystery of The Emblem), losing a unit means they're gone for good.
Starting around Fire Emblem: The Binding Blade, the enemies actually try to focus not just on their victory, but on your loss. Apparently the devs realized that most players would Rage Quit at the loss of a single character, and as a result, multiple enemies would start streaming towards one character and kill them, ensuring you, as the player, lose, as you will have to reset.
Fittingly enough, the player Avatar of Awakening has this attitude. In their eyes, the loss of one unit is too many. Virion lampshades this when they lose a strategy game against him; when the Avatar remarks that perhaps Virion should be the one giving the orders, he responds that noting that while he did win, he did so with heavy losses. If he were to lead an army with the same tactics, the loss of morale would quickly have him demoted.
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No Casualties Run
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Starting around Fire Emblem: The Binding Blade, the enemies actually try to focus not just on their victory, but on your loss. Apparently the devs realized that most players would Rage Quit at the loss of a single character, and as a result, multiple enemies would start streaming towards one character and kill them, ensuring you, as the player, lose, as you will have to reset.
 No Casualties Run / int_640d9be1
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1.0
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Fire Emblem: Three Houses in particular recognizes and encourages the playstyle by giving the player specific tools to avoid casualties. During the turn, you can see all the opponent's attack paths and damage output/chance in advance, with the map explicitly showing whether your unit is doomed by standing in a particular spot; on top of that, it also expands on the Time Rewind Mechanic from Fire Emblem Echoes: Shadows of Valentia, which gives you an ability to rewind your mistakes a certain amount of times per battle.
The game also extends this to a narrative perspective, since after the Time Skip many of the former students of Garreg Mach will appear on the field as enemies. While many of them can be avoided on relevant missions to avoid killing them, many of them will make a beeline for your units or are a mission-critical commander and have to be killed to proceed. Such units are Lorenz on Azure Moon, Ashe on Verdant Wind, Ferdinand on both of the above two routes, and both Lorenz and Ashe on Silver Snow. The only way to stop their deaths is to recruit them into your house, which gives you the option to spare them. Additionally, recruiting the other students will save you a lot of headaches trying not to kill them, or have them killed during the Second Battle of Gronder Field where both enemy's engagements are often out of your control.
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