Steel_Wind
Legend
The replies here seem reasonably similar in that the essential issue is one where the PCs rarely withdraw unless it is clear they are overmatched - and by that time it is frequently too late to do so.
The Players can't be faulted for this - the nature of a D&D adventure posits that the PCs will be presented with *more or less* level appropriate challenges and the players are supposed to be able to overcome them. That is the essence of D&D adventure design.
So all the metagame information discourages retreat.
There are a few exceptions to this. Some encounters will have contained within them what I term "The Red Button". Generally, The Red Button is a trap, a door, a magical device, or more rarely, something SAID to a high level monster or NPC during a conversation that clearly should not have been said. The point is, The Red Button is touching or otherwise interacting with an encounter in a manner that the PCs were NOT SUPPOSED TO. When they do it anyways, Bad Things Happen. And those Bad Things are not necessarily level appropriate, nor "fair" and the players know it.
The metagame information surrounding a D&D adventure changes quickly when the PCs recognize that they have inadvertently pushed The Red Button. It's at this point the PCs recognize they did something they were not supposed to do and caused the threat in the area to be something other than what the party is supposed to be able to handle. Retreat ("Run!!") is not perceived as a failure when that happens but instead as the "proper" player response and the PCs run with vigor.
Retreat in Red Button situations is not that uncommon.
However, encounters - especially in modules - are not supposed to be designed so that they cannot be defeated. The players know this, so the metagame concerns tend not to point to retreat. My players rarely do it.
That said, the Age of Worms threats are sometimes too powerful for the players to handle and they have come to appreciate this. Last session, a party of 6 (more or less) 9th level characters wasted a lot of resources through the dungeon beneath the great arena in Greyhawk, and by the end of it encountered a CR 14 demon.
The players ultimately decided during that encounter to run (as the demon was using Teleport-No error to bamf about with hit and run spellcasting). However, the time it took to reach this decision was a very lengthy one. Retreat was not something the players wanted to do and it galled them - you could tell.
When they finally decided to run- they ran. But orderly? I don't know about that...
By the time my party members actually decide to run, they tend to look like Han Solo running away from the Shield generator on Endor as it is about to explode. They RUN with a distinct gait that yells "holy crap!!"
The Players can't be faulted for this - the nature of a D&D adventure posits that the PCs will be presented with *more or less* level appropriate challenges and the players are supposed to be able to overcome them. That is the essence of D&D adventure design.
So all the metagame information discourages retreat.
There are a few exceptions to this. Some encounters will have contained within them what I term "The Red Button". Generally, The Red Button is a trap, a door, a magical device, or more rarely, something SAID to a high level monster or NPC during a conversation that clearly should not have been said. The point is, The Red Button is touching or otherwise interacting with an encounter in a manner that the PCs were NOT SUPPOSED TO. When they do it anyways, Bad Things Happen. And those Bad Things are not necessarily level appropriate, nor "fair" and the players know it.
The metagame information surrounding a D&D adventure changes quickly when the PCs recognize that they have inadvertently pushed The Red Button. It's at this point the PCs recognize they did something they were not supposed to do and caused the threat in the area to be something other than what the party is supposed to be able to handle. Retreat ("Run!!") is not perceived as a failure when that happens but instead as the "proper" player response and the PCs run with vigor.
Retreat in Red Button situations is not that uncommon.
However, encounters - especially in modules - are not supposed to be designed so that they cannot be defeated. The players know this, so the metagame concerns tend not to point to retreat. My players rarely do it.
That said, the Age of Worms threats are sometimes too powerful for the players to handle and they have come to appreciate this. Last session, a party of 6 (more or less) 9th level characters wasted a lot of resources through the dungeon beneath the great arena in Greyhawk, and by the end of it encountered a CR 14 demon.
The players ultimately decided during that encounter to run (as the demon was using Teleport-No error to bamf about with hit and run spellcasting). However, the time it took to reach this decision was a very lengthy one. Retreat was not something the players wanted to do and it galled them - you could tell.
When they finally decided to run- they ran. But orderly? I don't know about that...
By the time my party members actually decide to run, they tend to look like Han Solo running away from the Shield generator on Endor as it is about to explode. They RUN with a distinct gait that yells "holy crap!!"
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