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PC's can't take a hint
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<blockquote data-quote="Humanophile" data-source="post: 1336243" data-attributes="member: 1049"><p>You have three options here.</p><p></p><p>First, drop a deux-ex-machina on this plot thread and kill it. Proceed to give the party a more structured, linear, video-gamey environment. However, this is a sub-optimal solution, and meant only if the two newbies need the training wheels on longer. (If the monk is an experienced player, he sounds like he needs some solid training, and more coddling can't be a good thing.)</p><p></p><p>Second, let the party attack, especially if the giants are present, and hope that they have the sense to run when the first death or so happen. Be sure to drop hints pre-game and early on that running away is an option, and cheat a little to let them get away. You might lose a party member or two, but this will reinforce in-game lethality, and hopefully teach some well-needed lessons.</p><p></p><p>Thirdly, you can go the capture route. Giants can suck a possible AoO to sunder the party's weapons, and once that's done, a disarmed party can be easily captured. (The monk might well not get the hint and have to be put down; so be it. A death or two could serve the learning curve, as said before.) "Escape from cature/slavery" is a popular enough adventure arc. Just be careful that you might have to pull out a deux ex machina if someone smart wants to run; otherwise, you'd have to handle a split party, which is almost never a good thing.)</p></blockquote><p></p>
[QUOTE="Humanophile, post: 1336243, member: 1049"] You have three options here. First, drop a deux-ex-machina on this plot thread and kill it. Proceed to give the party a more structured, linear, video-gamey environment. However, this is a sub-optimal solution, and meant only if the two newbies need the training wheels on longer. (If the monk is an experienced player, he sounds like he needs some solid training, and more coddling can't be a good thing.) Second, let the party attack, especially if the giants are present, and hope that they have the sense to run when the first death or so happen. Be sure to drop hints pre-game and early on that running away is an option, and cheat a little to let them get away. You might lose a party member or two, but this will reinforce in-game lethality, and hopefully teach some well-needed lessons. Thirdly, you can go the capture route. Giants can suck a possible AoO to sunder the party's weapons, and once that's done, a disarmed party can be easily captured. (The monk might well not get the hint and have to be put down; so be it. A death or two could serve the learning curve, as said before.) "Escape from cature/slavery" is a popular enough adventure arc. Just be careful that you might have to pull out a deux ex machina if someone smart wants to run; otherwise, you'd have to handle a split party, which is almost never a good thing.) [/QUOTE]
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