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Worlds of Design: The Lost Art of Running Away

How often does an adventuring party avoid an encounter, even run away from one? This used to be common in earlier versions of the game, but less so now. What changed?

How often does an adventuring party avoid an encounter, even run away from one? This used to be common in earlier versions of the game, but less so now. What changed?

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Picture courtesy of Pixabay.
Run away, run away!” King Arthur, fleeing the carnivorous rabbit in Monty Python and the Holy Grail

Do you ever have your character run away in video games? In most video games, because there's the "save game" mode, there's no incentive to run away. Try to beat the enemy, and if that doesn't work, respawn and either try again or wait until you're stronger. You can't do that as easily in tabletop role-playing games, where if you die, you die. (Well, most of the time . . .)

On the other hand, players from my campaign have been struck by how seldom other gaming groups actually gather intelligence, or run away. They'd learned not to fight every fight, not to jump on every random encounter, not to push beyond their limits while relying on the GM to bail them out. Fighting every encounter becomes habit with some players, to the point that they may characterize a too-tough encounter a GM failure, not their failure to recognize when they should bail out (or not even start a fight).

This is exacerbated by GMs who, if players won't take on an encounter NOW, will not let them take it on later when they're better prepared. In my opinion, this encourages foolish choices in a tactical-style game. It's OK when you play a storytelling game, where characters aren't really in danger unless the story requires it.

Perhaps another reason why running away is uncommon, is that there's work involved. Avoiding a too-tough encounter requires good scouting as well as good intelligence-gathering (such as interrogating prisoners). But poor scouting is not confined to RPGs; it was a characteristic of many ancient and medieval armies. Entire armies could be ambushed because of poor scouting (as Romans at Lake Trasimene by Hannibal). Roman and Macedonian armies at the Battle of Cynoscephalae marched along with a ridge in between, unaware of their immediate proximity despite earlier skirmishes near Pherae, until someone went atop the ridge and spotted the enemy.

I think part of succeeding, in military terms especially, should be knowing when NOT to fight. Think about combat odds from "Always tell me the Odds." If you recognize how dangerous combat can be, and avoid the most dangerous when you can ("run away"), you're actually helping out your GM, who has the difficult task of making combat feel dangerous without making it too dangerous!

Of course, in earlier editions of the game, one of the most exciting adventures was where you got lost. Then it's extra smart to avoid fighting. Perhaps if parties got lost more often, they’d be less in the habit of fighting everything. So what can a GM do to encourage players to avoid fighting what they should not?
  • Emphasize the mission. A random encounter along the way may be worth avoiding simply because it doesn't move the mission forward. Which brings us to...
  • Give mission-based XP rather than XP for "monsters" killed. If you give XP for every encounter regardless of relevance to the mission, many players are going to fight every encounter just for the XP.
  • Let interrogation yield useful information. Not every time, of course, but often enough that players will take prisoners, and even organize cutting-out expeditions to capture someone, in order to gather information. If interrogation never works, who's going to bother with prisoners?
  • Don't let adventure publisher control how you GM the adventure. Modules tend to assume the party will fight whatever it encounters. You don't need to do it that way.
  • Or at worst, let the party get their butts well and truly kicked a few times, and they might decide to pick and choose their battles.
My question to readers: how often does the party run away in your campaign?
 

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Lewis Pulsipher

Lewis Pulsipher

Dragon, White Dwarf, Fiend Folio

Doug McCrae

Legend
The 3.5 DMG on status quo encounters (emphasis mine):

A status quo encounter forces the PCs to adapt to the encounter rather than the other way around. Bugbears live on Clover Hill, and if the PCs go there, they encounter bugbears, whether bugbears are an appropriate encounter for them or not. This kind of encounter gives the world a certain verisimilitude, and so it’s good to mix a few in with the other sorts of encounters.

If you decide to use only status quo encounters, you should probably let your players know about this. Some of the encounters you place in your adventure setting will be an appropriate challenge for the PCs, but others might not be. For instance, you could decide where the dragon’s lair is long before the characters are experienced enough to survive a fight against the dragon. If players know that the setting includes status quo encounters that their characters might not be able to handle, they will be more likely to make the right decision if they come upon a tough encounter. That decision, of course, is to run away and fight again another day (when the party is better equipped to meet the challenge).​
 

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Lord Rasputin

Explorer
You might want to go back and reread your modules. Every table conforms to the PC expected levels for that module.
Hmmm … Castle Amber, levels 3-6. Table on page 4, it's possible to run into 12th level magic-user or 14th level fighter; per the table on page 19, you can encounter a 14th level thief or an 11th level magic-user (who might befriend the party; time to roll reaction!). All three of these would be tough for four 6th level characters and two 5th level characters, conforming to 34 total party levels, above which the advice on page 2 says you should start tweaking the adventure. Granted, these are intentionally quirky NPCs, but they can fight (if they have stats, you can kill them), and assuredly will if pressed.

You were saying?
 

Eric V

Hero
Hmmm … Castle Amber, levels 3-6. Table on page 4, it's possible to run into 12th level magic-user or 14th level fighter; per the table on page 19, you can encounter a 14th level thief or an 11th level magic-user (who might befriend the party; time to roll reaction!). All three of these would be tough for four 6th level characters and two 5th level characters, conforming to 34 total party levels, above which the advice on page 2 says you should start tweaking the adventure. Granted, these are intentionally quirky NPCs, but they can fight (if they have stats, you can kill them), and assuredly will if pressed.

You were saying?
A 14th level thief is too much for a party of 4 6th level and 2 5th level characters?? No way. Even the 12th level magic-user, on its own, is going down to that party.
 

Shiroiken

Legend
With D&D, I feel it's the change in game design. Early editions rewarded players more for gaining treasure than for killing stuff, so fighting was a poor risk/reward ratio. Starting with 3rd edition, almost all of your XP came from killing stuff, so that became the focus, with running away meaning a loss of potential XP. In addition, combat was still thought in terms of war (still having its wargaming roots), so you didn't want to engage an enemy unless you were almost certain of victory. I've heard this style referred to as "combat as war," as opposed to the current "combat as sport," which is where fights are considered "balanced," and by which I mean geared towards player survival.

With other RPGs, it really depends on the type of game. In an honor based samurai game like L5R, retreat is often worse than death. In a game like Call of Cuthulu or Star Wars, survival is far more important, so running away is not only encouraged but often necessary.
 

The last time I ran away, I got applause from the other players. GURPS 4e, an occult WWII campaign. Mostly we try not to go near the enemy unless necessary, but sneaking around is sometimes necessary.

I arrived at an abandoned German airfield where odd things were suspected, and was quite surprised to meet a giant earthworm, about 8' in diameter. Running away seemed like the only option: not going to kill that with a knife or a pistol. I found I could outrun it, but it moved faster than a sustainable walking pace. Fortunately it still had the brains of a normal earthworm, and was readily possessed by the ghost of a former party member who was with me.
 

A 14th level thief is too much for a party of 4 6th level and 2 5th level characters?? No way. Even the 12th level magic-user, on its own, is going down to that party.

If you lock them all in a closet with "stab me" signs taped to the thief and magic user :D Really, it would be situational. The thiefs abilities are all in the high 80s on up to over 100% in climb. He could be deadly in the right circumstances or a victim in the wrong ones. But the 14th level magic user? Death on the hoof. Four spells of each level from 1st to 5th. And a 6th level spell. Say... Death Spell (2-8 characters of 4+1 to 6+3 hit dice instantly irrevocably dead, no saving throw), maybe Disintegrate (a 10' x 10' x10' cube, say 4 characters, disintegrated, it allows a save... 1 in 4 characters might make it) for 6th level. Those 5th level spells... Teleport, the various Wall spells, Cloudkill, etc. 4th level spells... Minor Globe of Invulnerability (cancelling the area of effects of any spell of level 1-3 in a 10' globe). If they jump him in his sleep, fine. Otherwise they're toast.
 

Huh, those "location based random encounters" are locations in the modules no? And the modules are set for specific level ranges no? So, right there, those random encounters are level based.

In the other modules, the random encounters are based on the levels of the characters in that module. It's right there.

But, hey, yeah, methinks that folks are going to pretend that this is true no matter what. I've had this argument too many times and I know exactly how it's going to go.
(/QUOTE]

One thing about those suggested levels... I didn't run them, but I ran in several of them. The Steading of the Hill Giant Chief, for example, was for 3-9 characters of 9th level and up iirc. Bit of a range there don't you think? Balancing modules wasn't a terribly exact science. And it's not like the classes were anywhere near being balanced :D

It might work better with the pre-gen characters given with the module (typically for use at conventions or in one shots). Hard to say. But, the "level appropriate" / balance mechanism was not then what it is now.
 

Eric V

Hero
If you lock them all in a closet with "stab me" signs taped to the thief and magic user :D Really, it would be situational. The thiefs abilities are all in the high 80s on up to over 100% in climb. He could be deadly in the right circumstances or a victim in the wrong ones. But the 14th level magic user? Death on the hoof. Four spells of each level from 1st to 5th. And a 6th level spell. Say... Death Spell (2-8 characters of 4+1 to 6+3 hit dice instantly irrevocably dead, no saving throw), maybe Disintegrate (a 10' x 10' x10' cube, say 4 characters, disintegrated, it allows a save... 1 in 4 characters might make it) for 6th level. Those 5th level spells... Teleport, the various Wall spells, Cloudkill, etc. 4th level spells... Minor Globe of Invulnerability (cancelling the area of effects of any spell of level 1-3 in a 10' globe). If they jump him in his sleep, fine. Otherwise they're toast.
This is in the days of spell disruption though, right?
 

This is in the days of spell disruption though, right?

Yes it is. The question is who goes first. If he / she does they are probably all dust. If they do the magic user might have to flee and come back ready. At 14th level they (probably) aren't going to drop him immediately. Situation is key. Who, if anybody, is surprised, who has initiative, how close / distant are they? Has he had time to cast some spells already (Shield was a must before combat if you had warning)? I can still remember my players frustration when my Orcs chucked rocks and stuff at the low level magic users :D They had to post someone with a shield to cover the magic user. Another question is magic items, who has what and what, if any, effect does it have given the situation? All this is what makes this difficult to judge. Overall, I'm going to bet on any competent 14th level magic user in this case, and if they are not competent how did they get to 14th level? Especially in those days, that's 1,500, 001 experience points! :)
 

Eric V

Hero
Yes it is. The question is who goes first. If he / she does they are probably all dust. If they do the magic user might have to flee and come back ready. At 14th level they (probably) aren't going to drop him immediately. Situation is key. Who, if anybody, is surprised, who has initiative, how close / distant are they? Has he had time to cast some spells already (Shield was a must before combat if you had warning)? I can still remember my players frustration when my Orcs chucked rocks and stuff at the low level magic users :D They had to post someone with a shield to cover the magic user. Another question is magic items, who has what and what, if any, effect does it have given the situation? All this is what makes this difficult to judge. Overall, I'm going to bet on any competent 14th level magic user in this case, and if they are not competent how did they get to 14th level? Especially in those days, that's 1,500, 001 experience points! :)
That wizard is lucky if they have more than 31 hp, though. Sure, lightning bolt hurts, but with superior numbers, the party has a decent chance to disrupt the magic-user and blow through the 32hp...I think the odds are against the magic-user. 2 wizards in the party using magic missile with a casting time of 1, doing 3d4+3 for approximately 10 damage each, likely disrupting a bigger spell...
 

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