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<blockquote data-quote="Three_Haligonians" data-source="post: 1615051" data-attributes="member: 19546"><p>Well, I can certainly give you my imput as a player in one of these senerios. My EVIL gm has a reoccuring npc who is, in fact, an archfiend. Very very nasty. The character is very sure of himself, which make us...well...not very sure of ourselves! I find this is the best way to give your players that "your out of your league" feeling.</p><p></p><p>The most important thing is that you give your character's clues so that they know that this is not just another encounter. You have to give them the ability to get around the situation by all out fighting. Otherwise, your players will resort to that "well, lets just kill it" scenerio.</p><p></p><p>Personally, I really like games where solving the problem is not always a matter of beating the problem up. And I especially like when my character has that "oh crap, we CAN'T do this" realization!</p><p></p><p>T from three haligonians</p></blockquote><p></p>
[QUOTE="Three_Haligonians, post: 1615051, member: 19546"] Well, I can certainly give you my imput as a player in one of these senerios. My EVIL gm has a reoccuring npc who is, in fact, an archfiend. Very very nasty. The character is very sure of himself, which make us...well...not very sure of ourselves! I find this is the best way to give your players that "your out of your league" feeling. The most important thing is that you give your character's clues so that they know that this is not just another encounter. You have to give them the ability to get around the situation by all out fighting. Otherwise, your players will resort to that "well, lets just kill it" scenerio. Personally, I really like games where solving the problem is not always a matter of beating the problem up. And I especially like when my character has that "oh crap, we CAN'T do this" realization! T from three haligonians [/QUOTE]
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