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boring combat
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<blockquote data-quote="tburdett" data-source="post: 289536" data-attributes="member: 4714"><p><strong>Use fear.</strong></p><p></p><p>I agree with the previous poster who said to use fear.</p><p></p><p>My players have learned that death lurks in every shadow, behind every door, beneath every bush and sometimes in plain sight. Death knows their names and where they live. Death eagerly seeks them out.</p><p></p><p>They never take any encounters for granted, as I don't run any 'garbage' encounters. Every 'planned' encounter happens for a reason. The NPC's have a motivation for what they are doing. It isn't just a string of set-piece or random encounters. That's the quickest way to bore your players.</p><p></p><p>Other encounters are usually instigated by the PC's. Occasionally they will encounter people who they could easily defeat, but I've put that little bit of doubt into their minds. Is this guy as bad as he looks? If we push will he push back harder? Does he have friends? Are they nearby? Where is the Watch?</p><p></p><p>Fear is a POWERFUL motivator! Fear is a good thing.</p><p></p><p>There are consequences for your actions in the real world, and there are also consequences for your actions in the game world.</p><p></p><p>Running amok in the middle of a large city is bound to get you captured or killed.</p><p></p><p>Killing someone in self-defense and leaving their body to rot in an alley because you don't want to deal with the 'hassle' is not justified. You better report it to the Watch or they'll use magic to find out what happened and who was involved. Then they'll come and take you in, or take you down if you resist. Any city that supports a large enough population would HAVE to have peacekeepers up to the task.</p><p></p><p>Too many DM's take short cuts that make the world seem flat and lifeless. Inject some life into every aspect of your game and you will keep your players interest.</p></blockquote><p></p>
[QUOTE="tburdett, post: 289536, member: 4714"] [b]Use fear.[/b] I agree with the previous poster who said to use fear. My players have learned that death lurks in every shadow, behind every door, beneath every bush and sometimes in plain sight. Death knows their names and where they live. Death eagerly seeks them out. They never take any encounters for granted, as I don't run any 'garbage' encounters. Every 'planned' encounter happens for a reason. The NPC's have a motivation for what they are doing. It isn't just a string of set-piece or random encounters. That's the quickest way to bore your players. Other encounters are usually instigated by the PC's. Occasionally they will encounter people who they could easily defeat, but I've put that little bit of doubt into their minds. Is this guy as bad as he looks? If we push will he push back harder? Does he have friends? Are they nearby? Where is the Watch? Fear is a POWERFUL motivator! Fear is a good thing. There are consequences for your actions in the real world, and there are also consequences for your actions in the game world. Running amok in the middle of a large city is bound to get you captured or killed. Killing someone in self-defense and leaving their body to rot in an alley because you don't want to deal with the 'hassle' is not justified. You better report it to the Watch or they'll use magic to find out what happened and who was involved. Then they'll come and take you in, or take you down if you resist. Any city that supports a large enough population would HAVE to have peacekeepers up to the task. Too many DM's take short cuts that make the world seem flat and lifeless. Inject some life into every aspect of your game and you will keep your players interest. [/QUOTE]
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