S
Sunseeker
Guest
To give them a sense of the scope of the world and their current place in it?
To give them a goal to strive for later? (Dragons have treasure hoards!)
To lend a sense of verisimilitude to the game, as not all enemies will be carefully calibrated to the PC's levels, so they should open to other options than pure combat for every encounter?
To lay the groundwork for a climactic battle with the dragon in a few levels (maybe it's the current big bad, maybe it's under control of the big bad).
Because Dave ate the last slice if pizza and bragged about how easy the last boss encounter was so you just need to see the expression on his face when he realizes his precious paladin might not be able to smite his way out this encounter? I mean, it's not like DAVE ever DM's! ...Er, or something.
1) Because sometimes it's ok for the DM to "read a story" as a transition or foreshadowing.
2) Maybe they have to make some decisions and possibly some dice rolls in order to flee successfully.
Again I agree with these.
Players often spot things they cannot handle. Though I won't stop them from being stupid, I will generally narrate their way out of it. Even it is something as simple as "You suspect that the dragon is way beyond your capabilities." If the PCs respond with "Lets go kill it!" Yeah well they earned it then. This is often how I run random encounters, players spot things and then are given the opportunity to engage, or avoid them. In a case like this, I would likely at worst have the dragon mess with the party for a little bit. It knows they can't do meaningful damage to it. Hey it might even have quests, ya know the ones: where you go do this thing or I eat you.