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Help a DM stop killing his players
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<blockquote data-quote="Cryptos" data-source="post: 4567189" data-attributes="member: 58439"><p>Or #5: Your players are as stubborn as their DM. Whereas you don't like to deviate from things as written, they may feel that they also have to "stick to the script" and if the script says 'fight', they fight until all the pieces on one side or the other are down.</p><p></p><p>Not every encounter in every published adventure is meant to be tackled head-on by every group by running into the 'room' swords drawn. Not every encounter in a published adventure is meant to be survivable if the PCs don't withdraw (not only running away, but also possibly regrouping.)</p><p></p><p>It sounds like on one side, you've got a DM that likes a very clear and straight road ahead, and on the other side you've got a group of players that keep going down the road in front of them no matter what.</p><p></p><p>I don't think it's party numbers or composition. Any group should be able to face the challenges in front of them. But the DM has to provide the options and opportunities, and the players have to recognize and take them. Not providing options or tailoring situations in a tactical game leaves it to the law of averages - one side or the other is going to die, and it depends on who lands the blows, and eventually it will be the monsters landing the blows. Ergo, a TPK is inevitable in that style of play. You're all 'in the box', and like a lot of boxes there isn't a lot of room for a variety of outcomes. This is 'boxing ring' roleplaying... two enter, one leaves. Eventually, that's not going to go well for the PCs.</p><p></p><p>Somebody, preferably multiple somebodies, needs to step outside of that box.</p></blockquote><p></p>
[QUOTE="Cryptos, post: 4567189, member: 58439"] Or #5: Your players are as stubborn as their DM. Whereas you don't like to deviate from things as written, they may feel that they also have to "stick to the script" and if the script says 'fight', they fight until all the pieces on one side or the other are down. Not every encounter in every published adventure is meant to be tackled head-on by every group by running into the 'room' swords drawn. Not every encounter in a published adventure is meant to be survivable if the PCs don't withdraw (not only running away, but also possibly regrouping.) It sounds like on one side, you've got a DM that likes a very clear and straight road ahead, and on the other side you've got a group of players that keep going down the road in front of them no matter what. I don't think it's party numbers or composition. Any group should be able to face the challenges in front of them. But the DM has to provide the options and opportunities, and the players have to recognize and take them. Not providing options or tailoring situations in a tactical game leaves it to the law of averages - one side or the other is going to die, and it depends on who lands the blows, and eventually it will be the monsters landing the blows. Ergo, a TPK is inevitable in that style of play. You're all 'in the box', and like a lot of boxes there isn't a lot of room for a variety of outcomes. This is 'boxing ring' roleplaying... two enter, one leaves. Eventually, that's not going to go well for the PCs. Somebody, preferably multiple somebodies, needs to step outside of that box. [/QUOTE]
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