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Help, my players are scared!
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<blockquote data-quote="Quickleaf" data-source="post: 2409177" data-attributes="member: 20323"><p>Philip, I think you've stated your case very clearly. In any other situation I would probably say, "Great! They're more interested in role-playing!" However, you've pointed out that your players are meta-gaming. While it's great they value their PC's lives, they are using their out-of-game experience and knowledge to choose their battles. This may be appropriate for 12th level characters. After all, old heroes know all about choosing their battles and conserving energy.</p><p></p><p>But what are they conserving energy <em>for</em>?</p><p></p><p>If you are looking for the drama and tension of a balanced combat (which I think you are), there are a couple routes you can go:</p><p></p><p>1. <strong>A hated rival:</strong> While murderers spring to mind, they tend to be overdone. Instead, pick an NPC who has a realistic motive. This NPC should be very cunning, and seek to avoid combat as much as possible. They should have access to information networks, blackmail secrets, minions, sway over the voting process, be connected with several high-ranking members of society, etc. Essentially, a mastermind. Then the mastermind has to do something which really affronts the PCs' sensibilities. And I mean really bad. Lashing one of the PC's raped relatives for the crime of "inspiring lustful thoughts in our city's men" is the sort of wickedness you'll need to use. Pick some issue that the PCs have strong beliefs about, or a value they have -- that's what the NPC attacks.</p><p>For example, the relative of someone the priest PC ordered executed could be a great enemy driven by vengeance. Distraught over the death of her father, the NPC joins the PC's clergy (unbeknownst to them), only to discover the PC was responsible. She nearly kills the PC in his sleep one night, but thinks better of it, wanting to make him suffer like she did, so she decides to target his loved ones. She starts leading a double life, half at the church and half digging up all the PC's dirt and learning about the best target. After all, she doesn't feel good about killing someone who is innocent, so she'll find someone with a sullied past or a history of speaking out against the church. She might even seek training from the warrior PC's church, or the warrior PC himself.</p><p></p><p>2. <strong>The fight comes to them:</strong> Assassins, political revolution, a palace coup all can bring the fight to the PC's front door. Even if they're not directly involved, one of their allies is. What if their ally is getting overwhelmed? Or better yet, what if their ally begins mercilessly killing peasants or responds with disproportionate force? Say, by leading a counterstrike to burn the farmer's crops or trample the blacksmith's children?</p><p></p><p>3. <strong>New enemies:</strong> Create an enemy the players know nothing about. There are lots of good monsters in the creature catalogue, and you can always use non-core character classes. Change all the names for good measure. Provide a bit of misinformation on the difficult knowledge checks to learn about the enemy. Better yet, the enemy deliberately spreads misinformation about itself. Or what if the enemy is faked? Like a band of 40 thieves who created a myth of a manticore by firing strange barb-like arrows, creating a horn that sounds like a roar, and having a few dress up in a dire lion skin. The PCs arrive ready for one encounter, only to be ambushed by 40 1st-level rogues who've set pit traps for them.</p><p></p><p>4. <strong>The totally wicked set-up:</strong> So, your players will want to kill you after this one, but at least you know the risk. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /> During a visit to a city/culture with a gladiator arena, the fighter PC is invited to participate in a simple match. Whoever surrenders first loses, and killing is strictly prohibited. In addition, the overseer has the right to call off a match if it starts to get bloody. In fact, each combatant gets a weapon of their choice from a locker so that it's a fair fight. It's the perfect opportunity to run a short 3 rounds one-on-one combat. Your fighter PC will feel safe and be rearing to go. The other PCs can place bets and act as trainers for the PC, perhaps meeting their contact covertly during the battle.</p><p>................However, behind the scenes one of the PC's enemies has poisoned the blade the warrior PC will use with a lethal poison. During the fight, the PCs attack kills their combatant. There is a huge uproar! Their dying opponent only whispers a name (the enemy PC), and asks the PC to care for his beloved wife. The warrior PC is hauled off the the dungeon. The other gladiator was a favorite of the guardsmen, who decide to sick a dire tiger on the warrior PC while he is imprisoned (before the ruler arrives to question him). The other PCs may be implicated if their activities can't be accounted for prior to the fight.</p></blockquote><p></p>
[QUOTE="Quickleaf, post: 2409177, member: 20323"] Philip, I think you've stated your case very clearly. In any other situation I would probably say, "Great! They're more interested in role-playing!" However, you've pointed out that your players are meta-gaming. While it's great they value their PC's lives, they are using their out-of-game experience and knowledge to choose their battles. This may be appropriate for 12th level characters. After all, old heroes know all about choosing their battles and conserving energy. But what are they conserving energy [i]for[/i]? If you are looking for the drama and tension of a balanced combat (which I think you are), there are a couple routes you can go: 1. [b]A hated rival:[/b] While murderers spring to mind, they tend to be overdone. Instead, pick an NPC who has a realistic motive. This NPC should be very cunning, and seek to avoid combat as much as possible. They should have access to information networks, blackmail secrets, minions, sway over the voting process, be connected with several high-ranking members of society, etc. Essentially, a mastermind. Then the mastermind has to do something which really affronts the PCs' sensibilities. And I mean really bad. Lashing one of the PC's raped relatives for the crime of "inspiring lustful thoughts in our city's men" is the sort of wickedness you'll need to use. Pick some issue that the PCs have strong beliefs about, or a value they have -- that's what the NPC attacks. For example, the relative of someone the priest PC ordered executed could be a great enemy driven by vengeance. Distraught over the death of her father, the NPC joins the PC's clergy (unbeknownst to them), only to discover the PC was responsible. She nearly kills the PC in his sleep one night, but thinks better of it, wanting to make him suffer like she did, so she decides to target his loved ones. She starts leading a double life, half at the church and half digging up all the PC's dirt and learning about the best target. After all, she doesn't feel good about killing someone who is innocent, so she'll find someone with a sullied past or a history of speaking out against the church. She might even seek training from the warrior PC's church, or the warrior PC himself. 2. [b]The fight comes to them:[/b] Assassins, political revolution, a palace coup all can bring the fight to the PC's front door. Even if they're not directly involved, one of their allies is. What if their ally is getting overwhelmed? Or better yet, what if their ally begins mercilessly killing peasants or responds with disproportionate force? Say, by leading a counterstrike to burn the farmer's crops or trample the blacksmith's children? 3. [b]New enemies:[/b] Create an enemy the players know nothing about. There are lots of good monsters in the creature catalogue, and you can always use non-core character classes. Change all the names for good measure. Provide a bit of misinformation on the difficult knowledge checks to learn about the enemy. Better yet, the enemy deliberately spreads misinformation about itself. Or what if the enemy is faked? Like a band of 40 thieves who created a myth of a manticore by firing strange barb-like arrows, creating a horn that sounds like a roar, and having a few dress up in a dire lion skin. The PCs arrive ready for one encounter, only to be ambushed by 40 1st-level rogues who've set pit traps for them. 4. [b]The totally wicked set-up:[/b] So, your players will want to kill you after this one, but at least you know the risk. :) During a visit to a city/culture with a gladiator arena, the fighter PC is invited to participate in a simple match. Whoever surrenders first loses, and killing is strictly prohibited. In addition, the overseer has the right to call off a match if it starts to get bloody. In fact, each combatant gets a weapon of their choice from a locker so that it's a fair fight. It's the perfect opportunity to run a short 3 rounds one-on-one combat. Your fighter PC will feel safe and be rearing to go. The other PCs can place bets and act as trainers for the PC, perhaps meeting their contact covertly during the battle. ................However, behind the scenes one of the PC's enemies has poisoned the blade the warrior PC will use with a lethal poison. During the fight, the PCs attack kills their combatant. There is a huge uproar! Their dying opponent only whispers a name (the enemy PC), and asks the PC to care for his beloved wife. The warrior PC is hauled off the the dungeon. The other gladiator was a favorite of the guardsmen, who decide to sick a dire tiger on the warrior PC while he is imprisoned (before the ruler arrives to question him). The other PCs may be implicated if their activities can't be accounted for prior to the fight. [/QUOTE]
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