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DMs: Fight to Win or Fight for Fun?
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<blockquote data-quote="swrushing" data-source="post: 2529009" data-attributes="member: 14140"><p>If the GM KNOWS his players don't go in for that type of game, running that type of encounter is something he should certainly think several times before doing.</p><p> not all themes or all encounters are right for every group and what may be going on here is a serious mismatch between player desires/expectations and Gm desires/expectations.</p><p></p><p>Now, if this isn't a case of mismatch and its a good scenario/dramatic choice, then the Gm needs to be rather sure his stage is set well. I don't know about your games but MOST DND games i have been involved in saw MOST of the combat encounters being a fight, not a hit and run. So you have to expect that that will be the players/characters most common initial choice. </p><p></p><p>This makes the scripting of the object lesson scenario very tricky. There is often a fine line between "hanging in and winning" and "stayed one round too long" especially if there are downed people you need to get out. I would hope the Gm doesn't want to "let the players know this one is too tough and they should run" by killing their characters real dead.</p><p></p><p>often the killing of an NPC or two, especially if they are stronger or as strong as the PCs which means they ought to be introduced well before the killing, can do the trick. A band of mercenaries the PCs encounter several times suddenly found slaughtered is a good hint. Especially if the PCs have speak with dead and can gain info from the dead guys.</p><p></p><p>Redshirts, not just for star trek.</p></blockquote><p></p>
[QUOTE="swrushing, post: 2529009, member: 14140"] If the GM KNOWS his players don't go in for that type of game, running that type of encounter is something he should certainly think several times before doing. not all themes or all encounters are right for every group and what may be going on here is a serious mismatch between player desires/expectations and Gm desires/expectations. Now, if this isn't a case of mismatch and its a good scenario/dramatic choice, then the Gm needs to be rather sure his stage is set well. I don't know about your games but MOST DND games i have been involved in saw MOST of the combat encounters being a fight, not a hit and run. So you have to expect that that will be the players/characters most common initial choice. This makes the scripting of the object lesson scenario very tricky. There is often a fine line between "hanging in and winning" and "stayed one round too long" especially if there are downed people you need to get out. I would hope the Gm doesn't want to "let the players know this one is too tough and they should run" by killing their characters real dead. often the killing of an NPC or two, especially if they are stronger or as strong as the PCs which means they ought to be introduced well before the killing, can do the trick. A band of mercenaries the PCs encounter several times suddenly found slaughtered is a good hint. Especially if the PCs have speak with dead and can gain info from the dead guys. Redshirts, not just for star trek. [/QUOTE]
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