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<blockquote data-quote="Crazy Jerome" data-source="post: 5562673" data-attributes="member: 54877"><p>I give out a ton of information, all the time. Being prudent in a fantasy game I run is making at least some effort to pay attention to that information--or at least a fellow player who has payed attention to it. <img src="http://www.enworld.org/forum/images/smilies/laugh.png" class="smilie" loading="lazy" alt=":lol:" title="Laughing :lol:" data-shortname=":lol:" /></p><p> </p><p>I won't bail anyone out--short of situations where I think I have done a poor job of communicating. And even then, I'll do the minimum bailing out. We are low lethal because the players know that I won't bail them out. It leads to a certain mix of bold and careful that gets the job done.</p><p> </p><p>It helps that we have no problems with the occasional "cake walk" encounter. Or rather, we'll have sand box encounters, many of which are not much of a threat, taken in insolation. I have found that encounters that would otherwise be somewhat weak sauce are suitable nerve-wracking when you run in a zero fudge environment. The nervousness that the disadvantaged foes might get lucky adds spice. The nervousness that you'll never know for sure how the pace might go, adds more. </p><p> </p><p>Uncertainity is the biggest fear inducing tool in my toolbox. Even knowing that the statistics of the game world are in favor of the PCs over time, the uncertainity that <strong>this</strong> time might be an exception--is forceful. <img src="http://www.enworld.org/forum/images/smilies/angel.png" class="smilie" loading="lazy" alt=":angel:" title="Angel :angel:" data-shortname=":angel:" /></p></blockquote><p></p>
[QUOTE="Crazy Jerome, post: 5562673, member: 54877"] I give out a ton of information, all the time. Being prudent in a fantasy game I run is making at least some effort to pay attention to that information--or at least a fellow player who has payed attention to it. :lol: I won't bail anyone out--short of situations where I think I have done a poor job of communicating. And even then, I'll do the minimum bailing out. We are low lethal because the players know that I won't bail them out. It leads to a certain mix of bold and careful that gets the job done. It helps that we have no problems with the occasional "cake walk" encounter. Or rather, we'll have sand box encounters, many of which are not much of a threat, taken in insolation. I have found that encounters that would otherwise be somewhat weak sauce are suitable nerve-wracking when you run in a zero fudge environment. The nervousness that the disadvantaged foes might get lucky adds spice. The nervousness that you'll never know for sure how the pace might go, adds more. Uncertainity is the biggest fear inducing tool in my toolbox. Even knowing that the statistics of the game world are in favor of the PCs over time, the uncertainity that [B]this[/B] time might be an exception--is forceful. :angel: [/QUOTE]
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