Menu
News
All News
Dungeons & Dragons
Level Up: Advanced 5th Edition
Pathfinder
Starfinder
Warhammer
2d20 System
Year Zero Engine
Industry News
Reviews
Dragon Reflections
Columns
Weekly Digests
Weekly News Digest
Freebies, Sales & Bundles
RPG Print News
RPG Crowdfunding News
Game Content
ENterplanetary DimENsions
Mythological Figures
Opinion
Worlds of Design
Peregrine's Next
RPG Evolution
Other Columns
From the Freelancing Frontline
Monster ENcyclopedia
WotC/TSR Alumni Look Back
4 Hours w/RSD (Ryan Dancey)
The Road to 3E (Jonathan Tweet)
Greenwood's Realms (Ed Greenwood)
Drawmij's TSR (Jim Ward)
Community
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Resources
Wiki
Pages
Latest activity
Media
New media
New comments
Search media
Downloads
Latest reviews
Search resources
EN Publishing
Store
EN5ider
Adventures in ZEITGEIST
Awfully Cheerful Engine
What's OLD is NEW
Judge Dredd & The Worlds Of 2000AD
War of the Burning Sky
Level Up: Advanced 5E
Events & Releases
Upcoming Events
Private Events
Featured Events
Socials!
Twitch
YouTube
Facebook (EN Publishing)
Facebook (EN World)
Twitter
Instagram
TikTok
Podcast
Features
Top 5 RPGs Compiled Charts 2004-Present
Adventure Game Industry Market Research Summary (RPGs) V1.0
Ryan Dancey: Acquiring TSR
Q&A With Gary Gygax
D&D Rules FAQs
TSR, WotC, & Paizo: A Comparative History
D&D Pronunciation Guide
Million Dollar TTRPG Kickstarters
Tabletop RPG Podcast Hall of Fame
Eric Noah's Unofficial D&D 3rd Edition News
D&D in the Mainstream
D&D & RPG History
About Morrus
Log in
Register
What's new
Search
Search
Search titles only
By:
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Menu
Log in
Register
Install the app
Install
The
VOIDRUNNER'S CODEX
is coming! Explore new worlds, fight oppressive empires, fend off fearsome aliens, and wield deadly psionics with this comprehensive boxed set expansion for 5E and A5E!
Community
General Tabletop Discussion
*Dungeons & Dragons
"Run away! Run away!" ... what if they don't?
JavaScript is disabled. For a better experience, please enable JavaScript in your browser before proceeding.
You are using an out of date browser. It may not display this or other websites correctly.
You should upgrade or use an
alternative browser
.
Reply to thread
Message
<blockquote data-quote="Fanaelialae" data-source="post: 7450446" data-attributes="member: 53980"><p>Frankly, I think the best solution for those issues is to let the dice fall as they may.</p><p></p><p>If the players get really lucky, maybe they'll survive (or even win). If not, they learn that bad stuff can happen to them. The advice about capturing rather than killing is good too, though you should be careful not to overuse it because doing so can negate the lesson that not every potential encounter should be engaged.</p><p></p><p>If this is the style of game you want to run, then letting characters die when they make bad mistakes is arguably one of the best ways to teach the player not to make those mistakes. If they believe there is a safety net, whereby fate will always intervene to spare them ala James Bond, then they are less likely to learn caution. They'll rather intuit that when they bite off more than they can chew they get a side-trek out of it. </p><p></p><p>Lastly, don't make eluding the threat excessively difficult. If you effectively force them into a no-win situation, they'll be justifiably upset. IMO, it's better to give them right of free escape than to pummel them over the head with an unwinnable encounter. Running away is something that many players seem to be innately averse to, so if you want them to engage in it you can't make it needs to be fairly reliable. Otherwise the players are likely to feel that you are simply heaping insult upon injury (forcing upon them the indignity of fleeing and then killing or capturing them anyway).</p></blockquote><p></p>
[QUOTE="Fanaelialae, post: 7450446, member: 53980"] Frankly, I think the best solution for those issues is to let the dice fall as they may. If the players get really lucky, maybe they'll survive (or even win). If not, they learn that bad stuff can happen to them. The advice about capturing rather than killing is good too, though you should be careful not to overuse it because doing so can negate the lesson that not every potential encounter should be engaged. If this is the style of game you want to run, then letting characters die when they make bad mistakes is arguably one of the best ways to teach the player not to make those mistakes. If they believe there is a safety net, whereby fate will always intervene to spare them ala James Bond, then they are less likely to learn caution. They'll rather intuit that when they bite off more than they can chew they get a side-trek out of it. Lastly, don't make eluding the threat excessively difficult. If you effectively force them into a no-win situation, they'll be justifiably upset. IMO, it's better to give them right of free escape than to pummel them over the head with an unwinnable encounter. Running away is something that many players seem to be innately averse to, so if you want them to engage in it you can't make it needs to be fairly reliable. Otherwise the players are likely to feel that you are simply heaping insult upon injury (forcing upon them the indignity of fleeing and then killing or capturing them anyway). [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
*Dungeons & Dragons
"Run away! Run away!" ... what if they don't?
Top