I've got a party made up of 2 greenhorn roleplayers. One is a F&D character whose mission is to investigate the Jedi order and revive it. The other is a AoR character, and so doesn't have a Morality score. The AoR player seems to be falling into the new player trap of assuming every antagonist thrown their way needs to die (why else would he have a gun?).
Case in point, last night, our second session, the PCs are being chased by Imperial Navy troopers. They stop and fight, and win. The two minion groups were all "down" (not explicitly dead or alive, just out of the fight). So before moving on, the AoR player decides to put a blaster shot into each of them to "finish the job". Super Dark Side, right?
At the end of the session I gave the F&D player 2 conflict for standing by and watching this happen. This was mostly a "this is what Conflict is and here's how it works at the end of the session" thing, but I'm worried this kind of thing is going to happen a lot. The F&D player seems more than willing to accept non-lethal solutions to things but the AoR is shaping up to be a classic "kill all the things" player. Given he's not a Force user, there's no immediate, mechanical way to discourage this kind of behavior. It seems a little outside the spirit of the rules for a non-force user to be the group's guy-who-does-things-paragons-can't, but at the same time I don't really want to generate intra-party tension by giving Conflict for another character's choices.
Am I making too much of this? Was this an appropriate use of Conflict? Our next session has a lot of potential for more of this so I'll need a game plan for how to handle it (we're doing the AoR rulebook adventure, assaulting the bridge of M226).