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<blockquote data-quote="delericho" data-source="post: 5052495" data-attributes="member: 22424"><p>What were the thieves (from the guild) doing all this time the PCs were lurking outside having a big argument about how to attack their lair?</p><p></p><p></p><p></p><p>Have your monsters divide and conquer. If the party fights as three independent units, have the minions pin down the Fighter and the Ranger, while the BBEG makes a beeline for the Sorcerer. (But have the NPCs take them prisoner, unless you want a TPK.)</p><p></p><p>After the first few times the party have their asses handed to them, they'll start to get the message.</p><p></p><p></p><p></p><p>Yes. And your players will adapt their play to the style that your game rewards. So, if you want quick, decisive action, you have to reward quick decisive action and 'punish' indecisive action and dithering.</p><p></p><p>So, if the PCs take hours deciding how to deal with the thieves, have the thieves reinforce, or counter-ambush the PCs, or something similar.</p><p></p><p>In combat, ask the player what they want to do... and if they don't start declaring their first action within 15 seconds, they lose their turn.</p><p></p><p>When PCs <em>do</em> act decisively, even if their tactics are therefore sub-par, don't punish that. Consider having your bad guys be demoralised by a sudden rush (either a -1 morale penalty on attacks, or just have them break and run/surrender).</p><p></p><p>And so on. Reward the play you want to see, discourage the play you don't want to see, and your problems should sort themselves out.</p></blockquote><p></p>
[QUOTE="delericho, post: 5052495, member: 22424"] What were the thieves (from the guild) doing all this time the PCs were lurking outside having a big argument about how to attack their lair? Have your monsters divide and conquer. If the party fights as three independent units, have the minions pin down the Fighter and the Ranger, while the BBEG makes a beeline for the Sorcerer. (But have the NPCs take them prisoner, unless you want a TPK.) After the first few times the party have their asses handed to them, they'll start to get the message. Yes. And your players will adapt their play to the style that your game rewards. So, if you want quick, decisive action, you have to reward quick decisive action and 'punish' indecisive action and dithering. So, if the PCs take hours deciding how to deal with the thieves, have the thieves reinforce, or counter-ambush the PCs, or something similar. In combat, ask the player what they want to do... and if they don't start declaring their first action within 15 seconds, they lose their turn. When PCs [i]do[/i] act decisively, even if their tactics are therefore sub-par, don't punish that. Consider having your bad guys be demoralised by a sudden rush (either a -1 morale penalty on attacks, or just have them break and run/surrender). And so on. Reward the play you want to see, discourage the play you don't want to see, and your problems should sort themselves out. [/QUOTE]
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