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How do you get your PCs to run away?
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<blockquote data-quote="gizmo33" data-source="post: 2253332" data-attributes="member: 30001"><p>If it's "obvious" that you're going to die, then it's only the last one ("DM will save them") that I think is relevant. I've DMed a lot of greedy players IMC, and they all run.</p><p> </p><p></p><p> </p><p>That's too hypothetical - my gut feeling tells me you're imagining this rather than experiencing this. I've never seen a situation where the DM *repeatedly* hands out TPKs. </p><p> </p><p></p><p> </p><p>I only meant traps being an issue of gaming style.</p><p>I have NEVER seen a situation where I've killed the same player's character twice IMC and they haven't become extremely paranoid - running even more than I thought necessary (and I never really want players to run or not run, I just make the dungeons) I strongly suspect that you're expecting players to "get it" due to some subjective hinting on your part, and it's not having the desired result. If you're not letting this chips fall, and killing PCs, what are you doing to suggest to them that encounters can be too tough? If they don't die, then there's really no way they have to know that encounters can be too tough - occassionally capturing them or something like that might work, but for the sake of integrity, I only capture characters when it makes sense to the NPCs involved.</p><p> </p><p>What are you doing to get the message across to your players?</p></blockquote><p></p>
[QUOTE="gizmo33, post: 2253332, member: 30001"] If it's "obvious" that you're going to die, then it's only the last one ("DM will save them") that I think is relevant. I've DMed a lot of greedy players IMC, and they all run. That's too hypothetical - my gut feeling tells me you're imagining this rather than experiencing this. I've never seen a situation where the DM *repeatedly* hands out TPKs. I only meant traps being an issue of gaming style. I have NEVER seen a situation where I've killed the same player's character twice IMC and they haven't become extremely paranoid - running even more than I thought necessary (and I never really want players to run or not run, I just make the dungeons) I strongly suspect that you're expecting players to "get it" due to some subjective hinting on your part, and it's not having the desired result. If you're not letting this chips fall, and killing PCs, what are you doing to suggest to them that encounters can be too tough? If they don't die, then there's really no way they have to know that encounters can be too tough - occassionally capturing them or something like that might work, but for the sake of integrity, I only capture characters when it makes sense to the NPCs involved. What are you doing to get the message across to your players? [/QUOTE]
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