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<blockquote data-quote="Vyvyan Basterd" data-source="post: 5973079" data-attributes="member: 4892"><p>Not in my game. If the goblins fled, they would think like goblins. What are the main advantages a goblin has? They are small and stealthy. They would completely void this advantage by travelling as one large group. They're also evil and selfish. My players would have a chance to find the tracks of the dozen and a half goblins, but they'd head off in at least seven different directions.</p><p></p><p><em>If</em> the players had good access to scrying (doubtful since the level they would face goblins at would preclude it) they might gain the advantage in scrying for the goblin leader fleeing with the McGuffin depending upon the information they have related to the McGuffin and/or the goblin leader. Otherwise they've got a 1 in 7 chance of tracking down the right goblins. If they're wrong those other trails would grow mighty cold.</p><p></p><p>I agree with others that a "living world" =/= "screw the players." A living world is about getting into the head of your NPCs to determine how they would react. I would base my decisions on what the goblins do according to their goals and motivations, then make the reaction fit their strengths while considering how their weaknesses might affect their decisions.</p></blockquote><p></p>
[QUOTE="Vyvyan Basterd, post: 5973079, member: 4892"] Not in my game. If the goblins fled, they would think like goblins. What are the main advantages a goblin has? They are small and stealthy. They would completely void this advantage by travelling as one large group. They're also evil and selfish. My players would have a chance to find the tracks of the dozen and a half goblins, but they'd head off in at least seven different directions. [I]If[/I] the players had good access to scrying (doubtful since the level they would face goblins at would preclude it) they might gain the advantage in scrying for the goblin leader fleeing with the McGuffin depending upon the information they have related to the McGuffin and/or the goblin leader. Otherwise they've got a 1 in 7 chance of tracking down the right goblins. If they're wrong those other trails would grow mighty cold. I agree with others that a "living world" =/= "screw the players." A living world is about getting into the head of your NPCs to determine how they would react. I would base my decisions on what the goblins do according to their goals and motivations, then make the reaction fit their strengths while considering how their weaknesses might affect their decisions. [/QUOTE]
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