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<blockquote data-quote="Zak S" data-source="post: 6807875" data-attributes="member: 90370"><p>Well--unless the player realizes you do it and changes the way they act.</p><p></p><p>Again: if you're saying it's rare I believe you, but the reason to bother keeping it rare is exactly the threat to challenge-thinking.</p><p></p><p></p><p></p><p>...and no chance of running away? Again this seems pretty railroady. One PC goes down and many parties consider leaving immediately.</p><p></p><p></p><p></p><p>Including a "non-important encounter" is DEFINITELY privileging drama over challenge. Straight up.</p><p></p><p>If my players are fighting (in a challenge-as-priority game), it's because they might get TPKed--otherwise there is no reason to have a fight. There are no "minor" encounters.</p><p></p><p>It's ok to privilege the "first the little guys, then the Big Bad" structure over keeping the players ina challenge mindset all the way through the game, but know that you're doing that.</p></blockquote><p></p>
[QUOTE="Zak S, post: 6807875, member: 90370"] Well--unless the player realizes you do it and changes the way they act. Again: if you're saying it's rare I believe you, but the reason to bother keeping it rare is exactly the threat to challenge-thinking. ...and no chance of running away? Again this seems pretty railroady. One PC goes down and many parties consider leaving immediately. Including a "non-important encounter" is DEFINITELY privileging drama over challenge. Straight up. If my players are fighting (in a challenge-as-priority game), it's because they might get TPKed--otherwise there is no reason to have a fight. There are no "minor" encounters. It's ok to privilege the "first the little guys, then the Big Bad" structure over keeping the players ina challenge mindset all the way through the game, but know that you're doing that. [/QUOTE]
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