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How to enable Running Away

Janx

Hero
There's probably been other threads on the topic. Hopefully this one is better..

Given the other thread about clues for when the PCs are out-gunned, it seems like a thread on ideas for enabling running away would be handy.

I'd like to solve the problem from a system agnostic approach. It's not about Running Away being broken. It's about running encounters where Running Away can be feasible.

My premise is that PCs don't run away because they don't think it will work.

My proposal is that GMs should design encounters so Running Away could be feasible.

Here's the ideas I have thus far:

Make it possible to know the strength of the opposition
Whether you just tell the PCs, give them a clue, or hope they think to investigate first, you need to know what in-game signs there are of the encounter's challenge compared to the party. Big muscles, glowing weapons, signs of high damage output, etc. If you don't, then how would the party ever know if they should avoid this encounter or not.

Supply some chokepoints, barricades and doors
As a GM, you know when an encounter is tougher than the party. Examine the set pieces around the area and add some scenery to enable a fallback point that the party could retreat through and slow the enemy down enough to escape. If the map doesn't make escape feasible, the PCs aren't going to bother trying.

Use realistic motivations for monsters that don't require pursuit
In the real world, hostile animals do not pursue intruders forever. Once they leave their immediate area, they shake their paw angrily, roar, and go back home. Except for police, most people don't chase after an intruder either. There's too much risk in following the enemy, as you don't know if they had reinforcements hiding around the next corner. It's more probable that NPCs will pursue to a certain boundary, then fall back, regroup and decide if they need to posse up with a proper pursuit effort. Either way, this is the break the PCs are hoping for when they runaway from the initial encounter.

Tell your players how the world works
Let them know that not all encounters are level appropriate. Let them know that some encounters are much stronger and that they should be careful, and be prepared to runaway. Also let them know the thinking on why most NPCs will chase to get them out of the immediate territory, but not give endless pursuit.


What ideas has everybody else got? I'd be curious on advice on encounters with much faster enemies (as that's a pretty obvious problem).
 

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These are all really good ideas, but I think the last one is the best. I can't think of the last time I've had a group and a DM sit down before a campaign to discuss what KIND of game everyone was going to be playing. But if before everyone started making characters or planning stories they all got together it might create a lot less friction on subjects like grittiness, inter-party conflict and running away.
 


You also need fast and easy Chase Rules (Savage Worlds has a couple of great options here). I only played a bit of 4e - the Skill Challenge is the right concept but I know it was clunky in its infancy. I presume they got better - but I'll let the 4ers comment on them.

I think this is very important, otherwise players will just pull back from any "tough" encounter and rest/prep if there is no threat to pursuit.
 

You also need fast and easy Chase Rules (Savage Worlds has a couple of great options here). I only played a bit of 4e - the Skill Challenge is the right concept but I know it was clunky in its infancy. I presume they got better - but I'll let the 4ers comment on them.

I think this is very important, otherwise players will just pull back from any "tough" encounter and rest/prep if there is no threat to pursuit.

That is a good point, that running away doesn't become a new abusable tactic.

In Elder Scrolls 4 & 5, one of the sneaky abuses I do is to snipe a target with an arrow, then sneak-run away until they lose alertness and return to what they were doing.

Realistically, if I shoot and kill your buddy, you're not likely to go back to eating dinner next to his corpse after 5 minutes of not seeing any more threats.

What's more likely:
  • NPCs will make an initial run to where the attack came from OR run away (fight or flight response).
  • If the immediate threat is gone (out of site/gun range), you'l remain vigilant but return to your rally point.
  • Then the group will be on high alert, maybe form a patrol to seek out the threat specifically, or at least patrol the main area more alertly.
  • NPCs should remain on high alert for several days at least, being a bit jumpy.
  • NPCs will also tend to the wounded and remove any dead bodies from the main living area.

I think the counter to player abuse of hit-n-run tactics is that each subsequent time they do it to a force, the enemy will be more watchful and ready for it. making sneaking harder, and generally causing the NPCs to group up more (such that instead of facing 1 dungeon room of orcs at a time, ALL of the orcs on the floor will be waiting for the party, possibly in their own ambush).
 

Also, most monsters should not move faster than average PCs. This was a serious issue in 3.x; running away often required using fast movement magic or the DM deciding the monster didn't want to pursue.
 


Why?
Its the players responsibility to keep the PCs alive and take the necessary precautions, not the DMs.

Let's pretend we're talking about my game and I want to make sure that as a DM, I verified there was a solution to the problem of a fast monster. The players are free to look for it and use it, but it's my job to make sure it is "possible".

Some monsters are faster than the party. What practical reasons besides what i've already outlined keep them from pursuing forever?

What practical ways would enable the party to thwart a pursuit by a fast monster?
 

What practical ways would enable the party to thwart a pursuit by a fast monster?

Caltrops.

Throw some meat down to distract a carnivore. Although if the (for eg.) lion is pissed off it will most likely chase off the interlopers before going back for the meat.

Slam a door on something that doesn't have opposable thumbs.

Run like heck. Seriously, you take a run action you should be a long way from the trouble. And unless the chaser is significantly faster it will also need to take a run action to keep up and thus will be unable to take an attack action.

Otherwise I think you have it covered in your earlier posts.

cheers. :-)
 

I think the counter to player abuse of hit-n-run tactics is that each subsequent time they do it to a force, the enemy will be more watchful and ready for it. making sneaking harder, and generally causing the NPCs to group up more (such that instead of facing 1 dungeon room of orcs at a time, ALL of the orcs on the floor will be waiting for the party, possibly in their own ambush).


This is why taking into account the level of organization and intelligence of a particular group is so important, and partially why monsters in AD&D had an intelligence rating even if their ability scores were not provided.

Check out the Monsters and Organization section on page 104 of the 1E DMG. It gives examples of a party encountering various types of situations and how the monsters,based on their nature, would deal with a PC attack and withdrawal.

Just think about the monsters, the resources they possess ( including INT), and also their motivations.

For example if a group of goblins is charged by their evil master with guarding the ruined tower that serves as the entrance to the dungeon,any attack and retreat made against the tower will likely result in the evil master being warned of the assault.

In this case the party could be facing much tougher opposition when they return OR nothing at all. Perhaps a clever trap has been set for them?

The point is that its always situational. Make a few notes about each monster group and what the general plan is in case of trouble. Who gets alerted? Where will they run? Will they pursue a fleeing foe or do they have orders to stand their ground?

Roleplay the monsters. Have organized intelligent foes act that way, and have fun being dumb as a box of rocks when its appropriate for the monster. This will help shape events naturally and logically.
 

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