Menu
News
All News
Dungeons & Dragons
Level Up: Advanced 5th Edition
Pathfinder
Starfinder
Warhammer
2d20 System
Year Zero Engine
Industry News
Reviews
Dragon Reflections
White Dwarf Reflections
Columns
Weekly Digests
Weekly News Digest
Freebies, Sales & Bundles
RPG Print News
RPG Crowdfunding News
Game Content
ENterplanetary DimENsions
Mythological Figures
Opinion
Worlds of Design
Peregrine's Nest
RPG Evolution
Other Columns
From the Freelancing Frontline
Monster ENcyclopedia
WotC/TSR Alumni Look Back
4 Hours w/RSD (Ryan Dancey)
The Road to 3E (Jonathan Tweet)
Greenwood's Realms (Ed Greenwood)
Drawmij's TSR (Jim Ward)
Community
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions, OSR, & D&D Variants
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Resources
Wiki
Pages
Latest activity
Media
New media
New comments
Search media
Downloads
Latest reviews
Search resources
EN Publishing
Store
EN5ider
Adventures in ZEITGEIST
Awfully Cheerful Engine
What's OLD is NEW
Judge Dredd & The Worlds Of 2000AD
War of the Burning Sky
Level Up: Advanced 5E
Events & Releases
Upcoming Events
Private Events
Featured Events
Socials!
EN Publishing
Twitter
BlueSky
Facebook
Instagram
EN World
BlueSky
YouTube
Facebook
Twitter
Twitch
Podcast
Features
Top 5 RPGs Compiled Charts 2004-Present
Adventure Game Industry Market Research Summary (RPGs) V1.0
Ryan Dancey: Acquiring TSR
Q&A With Gary Gygax
D&D Rules FAQs
TSR, WotC, & Paizo: A Comparative History
D&D Pronunciation Guide
Million Dollar TTRPG Kickstarters
Tabletop RPG Podcast Hall of Fame
Eric Noah's Unofficial D&D 3rd Edition News
D&D in the Mainstream
D&D & RPG History
About Morrus
Log in
Register
What's new
Search
Search
Search titles only
By:
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions, OSR, & D&D Variants
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Menu
Log in
Register
Install the app
Install
Upgrade your account to a Community Supporter account and remove most of the site ads.
Rocket your D&D 5E and Level Up: Advanced 5E games into space! Alpha Star Magazine Is Launching... Right Now!
Community
General Tabletop Discussion
*TTRPGs General
DMs: Fight to Win or Fight for Fun?
JavaScript is disabled. For a better experience, please enable JavaScript in your browser before proceeding.
You are using an out of date browser. It may not display this or other websites correctly.
You should upgrade or use an
alternative browser
.
Reply to thread
Message
<blockquote data-quote="swrushing" data-source="post: 2523970" data-attributes="member: 14140"><p></p></blockquote><p></p><p></p><p>Well, for me, it really dpeends more on the "individuals" per se and their own personality and goals. But regardless, it takes a very unusual sort to not be inclined to try and survive.</p><p></p><p>very true.</p><p></p><p>Now, the question becomes some form of "did the players or their characters have any way of knowing that ghouls in your worlds react this differently from other "significantly above average intelligent creatures?" That ghouls typically place getting one more kill over their own survival?</p><p></p><p>usually, when i run game and want to introduce a "this guy won't be making normal rational reactions even though you know he is a smart fellow", i tend to show it before it becomes a PC action thing, especially if its not something the players/characters will get from their normally known material, like say the MM. often this is done either by NPC stories or PC observation of the aftermath of NPC events or even by the tried and true "redshirt technique" where the PCs actually see an engagement where an NPC ally gets to befall the "fanatical" behavior. </p><p></p><p>This is a technique i have found very helpful to let my players know "the rules are different here. Don't expect this but be worried about that..." etc so that if they do happen to befall the fate, they at least have a forewarning of the threat. </p><p></p><p>In the case here, had they had such a scene prior to this, where they saw a ghoul choose to suicidally ""take one down with me" instead of other more rational actions one might expect from an Int 13 foe who wanted to live, my bet is as soon as one guy gets paralyzed it would become PRIORITY ONE for everyone to try and eliminate the ghoul at CDG range. </p><p></p><p>That not only IMO a good Gming thing but a great scene. I have seen it play out with all sorts of wild desperate "try to save him" gambles as everyone's attention turns from "beat the guy closest" to a very dramatic and tense "can we save billy." I have seen fighters drop their swords and grapple the CDG capable guy, seen clerics rush away from their foes and take AoOs to rush across the room and lay a cure on the guy at negative hit points so he isn't helpless, and so forth when they thought it was one-round-or-he-dies.</p><p></p><p>But, again, this will often come about AFTER a previous scene or event in the current scene has shown them the above average risk. </p><p></p><p>i have found players take "harsh life or death" lessons better when its not their character that is the first such "example" on point for "today's new lesson."</p><p></p><p>Maybe that will be of help to you. maybe not.</p><p></p><p>Enjoy.</p><p>[/QUOTE]</p>
[QUOTE="swrushing, post: 2523970, member: 14140"] [/QUOTE] Well, for me, it really dpeends more on the "individuals" per se and their own personality and goals. But regardless, it takes a very unusual sort to not be inclined to try and survive. very true. Now, the question becomes some form of "did the players or their characters have any way of knowing that ghouls in your worlds react this differently from other "significantly above average intelligent creatures?" That ghouls typically place getting one more kill over their own survival? usually, when i run game and want to introduce a "this guy won't be making normal rational reactions even though you know he is a smart fellow", i tend to show it before it becomes a PC action thing, especially if its not something the players/characters will get from their normally known material, like say the MM. often this is done either by NPC stories or PC observation of the aftermath of NPC events or even by the tried and true "redshirt technique" where the PCs actually see an engagement where an NPC ally gets to befall the "fanatical" behavior. This is a technique i have found very helpful to let my players know "the rules are different here. Don't expect this but be worried about that..." etc so that if they do happen to befall the fate, they at least have a forewarning of the threat. In the case here, had they had such a scene prior to this, where they saw a ghoul choose to suicidally ""take one down with me" instead of other more rational actions one might expect from an Int 13 foe who wanted to live, my bet is as soon as one guy gets paralyzed it would become PRIORITY ONE for everyone to try and eliminate the ghoul at CDG range. That not only IMO a good Gming thing but a great scene. I have seen it play out with all sorts of wild desperate "try to save him" gambles as everyone's attention turns from "beat the guy closest" to a very dramatic and tense "can we save billy." I have seen fighters drop their swords and grapple the CDG capable guy, seen clerics rush away from their foes and take AoOs to rush across the room and lay a cure on the guy at negative hit points so he isn't helpless, and so forth when they thought it was one-round-or-he-dies. But, again, this will often come about AFTER a previous scene or event in the current scene has shown them the above average risk. i have found players take "harsh life or death" lessons better when its not their character that is the first such "example" on point for "today's new lesson." Maybe that will be of help to you. maybe not. Enjoy. [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
*TTRPGs General
DMs: Fight to Win or Fight for Fun?
Top