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Any Good Games Where Running Away Can Be A Victory?
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<blockquote data-quote="Bayushi_seikuro" data-source="post: 8360506" data-attributes="member: 7024851"><p>I agree that there's nothing wrong with having a game where the party goes into a situation and it's radically different than they expected and they have to adapt or retreat and come back with more information etc. It can lead to some interesting situations - I'm reminded of a session I ran in my winter post-apocalyptic D&D where the party went to this abandoned observatory. As they crept through, the signs were that a medusa had been there - statues of long-dead scholars were all over the place, obviously turned to stone. The party really was on edge... and the monster instead ended up being the ghost of the medusa. They beat it, but the challenge wasn't what they expected. By the same token, it wasn't the opposite where they had put themselves at a disadvantage.</p><p></p><p>Gaming horror story: I once played with a DM (you know the type, the one who fancies himself the Great American Author and it's beyond railroad...) His gaming philosophy is that defeat makes heroes stronger (this is true). However, his mental math was that, out of six encounters, the party should flat out be outclassed 3 of them, fight to a stalemate twice, and win outright once. ... yeah, not even Die Hard is that brutal.</p></blockquote><p></p>
[QUOTE="Bayushi_seikuro, post: 8360506, member: 7024851"] I agree that there's nothing wrong with having a game where the party goes into a situation and it's radically different than they expected and they have to adapt or retreat and come back with more information etc. It can lead to some interesting situations - I'm reminded of a session I ran in my winter post-apocalyptic D&D where the party went to this abandoned observatory. As they crept through, the signs were that a medusa had been there - statues of long-dead scholars were all over the place, obviously turned to stone. The party really was on edge... and the monster instead ended up being the ghost of the medusa. They beat it, but the challenge wasn't what they expected. By the same token, it wasn't the opposite where they had put themselves at a disadvantage. Gaming horror story: I once played with a DM (you know the type, the one who fancies himself the Great American Author and it's beyond railroad...) His gaming philosophy is that defeat makes heroes stronger (this is true). However, his mental math was that, out of six encounters, the party should flat out be outclassed 3 of them, fight to a stalemate twice, and win outright once. ... yeah, not even Die Hard is that brutal. [/QUOTE]
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