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How do you describe a new encounter?
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<blockquote data-quote="Oryan77" data-source="post: 2063566" data-attributes="member: 18701"><p>Players in my game brought up a concern that I think is a legit one. What methods or clues do you provide in game to PC's when they encounter a monster or npc that they aren't familiar with and might be too dangerous for them to fight?</p><p></p><p>I try to help out the best I can so they don't just charge into battle with anything & everything that might be too strong for them. Is it wrong if you don't even provide a clue and they find out the hard way? Personally, I don't think it should always be obvious that something is really tough, and I feel limited on how to get the point across before they decide to attack anyway. But I don't want to be fair and have them all die.</p><p></p><p>I also had this problem using a deity once. When I try to give clues that this person isn't someone you want to fight, I think they are good obvious clues, but then I find out that the player never got the hint. In the deities case, I described the PC approaching a huge throne with fancy well decked out guards lined up on each side, rows & rows of them. I described how huge & open the palace was for such small citizens. And the creature at the throne was much bigger for his race and during the interaction with him I would try to be dramatic with his every action, showing the beginnings of spells forming in his fists with ease and so on. To me, I thought it was obvious that he was a big deal, maybe not obviously a deity, but close to deity status. Turns out, after the game when I hinted that he was actually a deity, the player got surprised and said he was contemplating whether he should attack or not but he didn't know his way out of the palace so he could escape. And this isn't some hack-n-slash player that charges into every situation with weapons blazing, he's actually a good thinker.</p><p></p><p>Then there's just normal small encounters that happen to be tough. If PC's stumble on an encounter that could kill them, should they always have clues how tough it is so they don't die in a tpk? If so, what kind of clues would help point this guys power out? My way of thinking was that if you actually start fighting and realize right away how tough it is, you better plan to retreat right away. But my players are blaming our last session on me by saying their NPC guide shoulda given them a clue or something (as if the NPC knows more than they do).</p><p></p><p>What's your advice/opinion about this?</p></blockquote><p></p>
[QUOTE="Oryan77, post: 2063566, member: 18701"] Players in my game brought up a concern that I think is a legit one. What methods or clues do you provide in game to PC's when they encounter a monster or npc that they aren't familiar with and might be too dangerous for them to fight? I try to help out the best I can so they don't just charge into battle with anything & everything that might be too strong for them. Is it wrong if you don't even provide a clue and they find out the hard way? Personally, I don't think it should always be obvious that something is really tough, and I feel limited on how to get the point across before they decide to attack anyway. But I don't want to be fair and have them all die. I also had this problem using a deity once. When I try to give clues that this person isn't someone you want to fight, I think they are good obvious clues, but then I find out that the player never got the hint. In the deities case, I described the PC approaching a huge throne with fancy well decked out guards lined up on each side, rows & rows of them. I described how huge & open the palace was for such small citizens. And the creature at the throne was much bigger for his race and during the interaction with him I would try to be dramatic with his every action, showing the beginnings of spells forming in his fists with ease and so on. To me, I thought it was obvious that he was a big deal, maybe not obviously a deity, but close to deity status. Turns out, after the game when I hinted that he was actually a deity, the player got surprised and said he was contemplating whether he should attack or not but he didn't know his way out of the palace so he could escape. And this isn't some hack-n-slash player that charges into every situation with weapons blazing, he's actually a good thinker. Then there's just normal small encounters that happen to be tough. If PC's stumble on an encounter that could kill them, should they always have clues how tough it is so they don't die in a tpk? If so, what kind of clues would help point this guys power out? My way of thinking was that if you actually start fighting and realize right away how tough it is, you better plan to retreat right away. But my players are blaming our last session on me by saying their NPC guide shoulda given them a clue or something (as if the NPC knows more than they do). What's your advice/opinion about this? [/QUOTE]
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