My core philosophy when running RQ (or almost any TTRPG): every action has consequences that boomerang back.
This is something that’s been pretty consistent with how I run games going back to the old Seattle Farmers Collective in the 90s and early 2000s. I’m actually pretty sure it was Neil Robinson who even made the observation.
So if the adventurers win the fight, there are consequences. Maybe they now have captives for ransom. Maybe they are going to get demands for compensation from the defeated’s kin or cult. The players’ victory is not only an exciting moment of triumph but it can sow the seeds of the next conflict.