Originally Posted by mrfuji3
I agree with you in general, but I don't think the example you use needs to be changed. The absolute worshippers are just that, worshippers. If you reveal that you're a faker and leave them alive, it makes perfect sense that they'll report you. The world reacts in a believable way to your decision. Although potentially, in this situation the goblins should initiate dialogue with you, where you have the option to decry those two human worshippers as liars and traitors.

For most basic cases, enemies who were taken out via non-lethal damage should have an interaction similar to if they believe they're stolen from. The next time you enter the area, the NPC comes up to you and initiates dialogue. The player then has the option of convincing the enemy to stand down via a charisma check, bribe, and/or choosing the right dialogue options. For certain important enemies (e.g., Minthara), this could lead to interrogating the enemy.

Basically, knocked-out enemies shouldn't always remain hostile upon returning to locations. But there also should be some reaction to the initial combat/hostilities. NPCs shouldn't just stand there like nothing bad happened.

Great point.
I second your idea.