Menu
News
All News
Dungeons & Dragons
Level Up: Advanced 5th Edition
Pathfinder
Starfinder
Warhammer
2d20 System
Year Zero Engine
Industry News
Reviews
Dragon Reflections
White Dwarf Reflections
Columns
Weekly Digests
Weekly News Digest
Freebies, Sales & Bundles
RPG Print News
RPG Crowdfunding News
Game Content
ENterplanetary DimENsions
Mythological Figures
Opinion
Worlds of Design
Peregrine's Nest
RPG Evolution
Other Columns
From the Freelancing Frontline
Monster ENcyclopedia
WotC/TSR Alumni Look Back
4 Hours w/RSD (Ryan Dancey)
The Road to 3E (Jonathan Tweet)
Greenwood's Realms (Ed Greenwood)
Drawmij's TSR (Jim Ward)
Community
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Resources
Wiki
Pages
Latest activity
Media
New media
New comments
Search media
Downloads
Latest reviews
Search resources
EN Publishing
Store
EN5ider
Adventures in ZEITGEIST
Awfully Cheerful Engine
What's OLD is NEW
Judge Dredd & The Worlds Of 2000AD
War of the Burning Sky
Level Up: Advanced 5E
Events & Releases
Upcoming Events
Private Events
Featured Events
Socials!
EN Publishing
Twitter
BlueSky
Facebook
Instagram
EN World
BlueSky
YouTube
Facebook
Twitter
Twitch
Podcast
Features
Top 5 RPGs Compiled Charts 2004-Present
Adventure Game Industry Market Research Summary (RPGs) V1.0
Ryan Dancey: Acquiring TSR
Q&A With Gary Gygax
D&D Rules FAQs
TSR, WotC, & Paizo: A Comparative History
D&D Pronunciation Guide
Million Dollar TTRPG Kickstarters
Tabletop RPG Podcast Hall of Fame
Eric Noah's Unofficial D&D 3rd Edition News
D&D in the Mainstream
D&D & RPG History
About Morrus
Log in
Register
What's new
Search
Search
Search titles only
By:
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Menu
Log in
Register
Install the app
Install
Community
General Tabletop Discussion
*TTRPGs General
How Do You Stop TPKs/Killer GM Habits?
JavaScript is disabled. For a better experience, please enable JavaScript in your browser before proceeding.
You are using an out of date browser. It may not display this or other websites correctly.
You should upgrade or use an
alternative browser
.
Reply to thread
Message
<blockquote data-quote="Grendel_Khan" data-source="post: 8690129" data-attributes="member: 7028554"><p>This doesn't apply to every type of RPG, but just like how movies can be a slog when there's just way too much samey action, and it's the buildup to the main fight—all that juicy tension and dread—that makes a story sing, I think some games can lean on anticipation more than constant combat.</p><p></p><p>If you can pull off that sort of tension-building in an interesting way, then it could solve a couple problems you might be having:</p><p></p><p>-If threats are telegraphed and discussed way in advance, the PCs should have a better sense of the odds they're up against if or when they fight something. Maybe they've heard about people going up against a specific band of ogres and getting slaughtered, or that there are too many skeletons in a given area to fight head on. If enemies are just various bags of inscrutable numbers, and it's assumed you should always fight-to-the-death through them, then PCs don't really have much of a choice regarding what to do about them, even if they understood the threat level.</p><p></p><p>-It can be understood, and even stated outright by you, that this is not an MMO where you're grinding easy targets for XP. Like in lots of genre movies, combat is deadly stuff, where fighting is a last resort, and if it can't be avoided you should either be trying to get the upper hand (an ambush, exploiting a weakness, etc.) or fighting to get away our through, not just to stand over your slaughtered enemies. Granted, it takes some GMing finesse to make sure fights have interesting dimensions or stakes beyond kill-or-be-killed, but you've GMed long enough to handle that, especially if players realize they aren't just doing a slaughter simulator.</p></blockquote><p></p>
[QUOTE="Grendel_Khan, post: 8690129, member: 7028554"] This doesn't apply to every type of RPG, but just like how movies can be a slog when there's just way too much samey action, and it's the buildup to the main fight—all that juicy tension and dread—that makes a story sing, I think some games can lean on anticipation more than constant combat. If you can pull off that sort of tension-building in an interesting way, then it could solve a couple problems you might be having: -If threats are telegraphed and discussed way in advance, the PCs should have a better sense of the odds they're up against if or when they fight something. Maybe they've heard about people going up against a specific band of ogres and getting slaughtered, or that there are too many skeletons in a given area to fight head on. If enemies are just various bags of inscrutable numbers, and it's assumed you should always fight-to-the-death through them, then PCs don't really have much of a choice regarding what to do about them, even if they understood the threat level. -It can be understood, and even stated outright by you, that this is not an MMO where you're grinding easy targets for XP. Like in lots of genre movies, combat is deadly stuff, where fighting is a last resort, and if it can't be avoided you should either be trying to get the upper hand (an ambush, exploiting a weakness, etc.) or fighting to get away our through, not just to stand over your slaughtered enemies. Granted, it takes some GMing finesse to make sure fights have interesting dimensions or stakes beyond kill-or-be-killed, but you've GMed long enough to handle that, especially if players realize they aren't just doing a slaughter simulator. [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
*TTRPGs General
How Do You Stop TPKs/Killer GM Habits?
Top