Please, stop making enemies and moving on to a new area in which you will make more enemies. Salting the earth behind you has a tendency to get ahead of anyone and there will be a time where easily defeatable singular enemies become unstoppable when grouped...
Dear Best Friend for Ever. Please don't play if you don't like the way I run.
Dear School Buddy, Please don't wreck game night because Sacrosanct did not allow you to copy his homework.
Dear Sweet Young Thing,.....nevermind.....
Yea sure. You also give yourself 15 or above in every stat when I told you to stat yourself in 6E Modern.I am a jerk that way. If I were a D&D alignment, I'd be lawful neutral.![]()
Yea sure. You also give yourself 15 or above in every stat when I told you to stat yourself in 6E Modern.![]()
There is a theory among some of the oldbies that I play with that the problem lies with younger players whose primary experience is video games, where you can always restore to a save point if pushing the Big Red Button goes wrong, and hense the younger players need to be reminded that the game is played in Hardcore Mode.
I've been slowly transitioning from an "all encounters must be perfectly balanced" GM to the above style, and the transition has been difficult on both sides of the table. I've found it helpful to just outright tell my players when they're chasing rumors that are obviously out of their league. If they still choose to pursue... then they'll either get crafty and surprise me, or they'll learn a valuable lesson about knowing when to cut and run.Well, in the old days players would investigate the rumors weakest-to-strongest, assuming that they'd gain experience and magic that would help them against the more powerful creatures later. So they'd go take on the rats, then the goblins, then the bandits, then the wyvern.
I think one of the problems with this methodology is that some GMs are actually extremely bad at communicating the potential difficulty, but think they are good at it. Those same GMs usually refuse to "break immersion" only only describe things to you that the PC would see, but in the real world our sense of what is possible, or probable, or dangerous comes from a collection of experiences. It is impossible to replicate this on either side of the screen, so it is necessary for the GM to provide metagame cues (which in the fiction of thegame translate to those experiential feelings).To this I'd add Tim Kask's pet peeve about players these days vs. players in the old days:
Take these rumors:
-there are giant rats infesting Old Man Willers barn
-goblins are setting up camp in a nearby ruin
-bandits are raiding a nearby trade route
-a wyvern built a lair on Mt. Perilous
Well, in the old days players would investigate the rumors weakest-to-strongest, assuming that they'd gain experience and magic that would help them against the more powerful creatures later. So they'd go take on the rats, then the goblins, then the bandits, then the wyvern.
These days players tend to assume anything dropped in their way is going to be "balanced" so that they can defeat it - so they just skip all the weak encounters and go straight for the wyvern.
Which means, if Tim is (or I am) DMing, their faces get eaten and they're not terribly happy about that.
So I warn players when they join me, "I'm an old school DM, and you're 1st level. Not everyone you encounter will be a pushover. If you decide to go challenge a dragon or break into the imperial palace, you've brought it on yourself, and I will show little mercy. I will never put a challenge in front of you that you can't handle, but you're going to have to think in order to survive, and choose your battles wisely."