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How Do You Stop TPKs/Killer GM Habits?
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<blockquote data-quote="niklinna" data-source="post: 8689962" data-attributes="member: 71235"><p>I haven't seen or participated in any of your sessions, so I don't really know what to offer in round-by-round adjustments, but here are some other things I haven't seen suggested yet:</p><ul> <li data-xf-list-type="ul">Review each encounter in the published material for difficulty, and think about how your current group might handle it. Maybe the encounter math doesn't work for your groups. Adjust the encounter difficulty to fit your group.</li> <li data-xf-list-type="ul">Go over the characters your players roll up, make sure they will have some combat effectiveness. This is baked in to some games (or some classes), but not others.</li> <li data-xf-list-type="ul">Note what your players do in any encounter, and compare it to what you would have done in their shoes. Maybe you have bad luck with players not being skilled at combat, and they need to learn more effective approaches. After a fight that goes badly, tell them what they might have done that would have worked better. Or, during a fight, even, maybe suggest actions for them (give them at least two options so it looks less like you're spoon-feeding <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=":)" /> ).</li> <li data-xf-list-type="ul">Get a group that's willing to actually repeat encounters to try different strategies and tactics. Either advise them to do something different each time, or prompt them to use more/less control, more/less focused fire, retreat when defeat looks likely, and so on.</li> </ul><p>Edit: Fixed a typo.</p></blockquote><p></p>
[QUOTE="niklinna, post: 8689962, member: 71235"] I haven't seen or participated in any of your sessions, so I don't really know what to offer in round-by-round adjustments, but here are some other things I haven't seen suggested yet: [LIST] [*]Review each encounter in the published material for difficulty, and think about how your current group might handle it. Maybe the encounter math doesn't work for your groups. Adjust the encounter difficulty to fit your group. [*]Go over the characters your players roll up, make sure they will have some combat effectiveness. This is baked in to some games (or some classes), but not others. [*]Note what your players do in any encounter, and compare it to what you would have done in their shoes. Maybe you have bad luck with players not being skilled at combat, and they need to learn more effective approaches. After a fight that goes badly, tell them what they might have done that would have worked better. Or, during a fight, even, maybe suggest actions for them (give them at least two options so it looks less like you're spoon-feeding :) ). [*]Get a group that's willing to actually repeat encounters to try different strategies and tactics. Either advise them to do something different each time, or prompt them to use more/less control, more/less focused fire, retreat when defeat looks likely, and so on. [/LIST] Edit: Fixed a typo. [/QUOTE]
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