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How to enable Running Away
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<blockquote data-quote="Janx" data-source="post: 5918623" data-attributes="member: 8835"><p>Nice article.</p><p></p><p>I have a theory, that in designing an encounter, there are six basic responses that GM should be prepared to accept:</p><ol> <li data-xf-list-type="ol">Talk through it</li> <li data-xf-list-type="ol">Fight through it</li> <li data-xf-list-type="ol">Sneak around it</li> <li data-xf-list-type="ol">Trick it</li> <li data-xf-list-type="ol">Run away from it</li> <li data-xf-list-type="ol">Avoid it</li> </ol><p></p><p>1-3 cover the basics talking, combat and rogue-skills. #4 covers whatever crazy idea the players do that doesn't fit into anything else and is usually a surprise to the GM. #6 assumes the PCs detect it first and just avoid engaging with the encounter. And of course #5 is relevant to this thread.</p><p></p><p>I believe that a GM should reasonably expect the players to do one of these 6 things and not have an expectation that they will consistently choose only one of them (like Fighting every monster). A GM who expects every monster to be fought may be prone to blocking an attempt to talk when the PCs try something different. The same is true if the GM is surprised that the PCs try to run away and he wasn't expecting that as a possibility.</p><p></p><p>tying this back to [MENTION=6673496]Rogue Agent[/MENTION]'s comment, the GM should review his game's rules on running away. If they don't specifically have a section on "how to run away" make a new section in your house rules called that, collate the basic facts of how to do it, maybe add a little more to spice it up or reference some Chase rules. But having that clearly denoted and raised to the players attention would frame the concept in their minds and get entice them to engagge those rules when needed.</p></blockquote><p></p>
[QUOTE="Janx, post: 5918623, member: 8835"] Nice article. I have a theory, that in designing an encounter, there are six basic responses that GM should be prepared to accept: [LIST=1] [*]Talk through it [*]Fight through it [*]Sneak around it [*]Trick it [*]Run away from it [*]Avoid it [/LIST] 1-3 cover the basics talking, combat and rogue-skills. #4 covers whatever crazy idea the players do that doesn't fit into anything else and is usually a surprise to the GM. #6 assumes the PCs detect it first and just avoid engaging with the encounter. And of course #5 is relevant to this thread. I believe that a GM should reasonably expect the players to do one of these 6 things and not have an expectation that they will consistently choose only one of them (like Fighting every monster). A GM who expects every monster to be fought may be prone to blocking an attempt to talk when the PCs try something different. The same is true if the GM is surprised that the PCs try to run away and he wasn't expecting that as a possibility. tying this back to [MENTION=6673496]Rogue Agent[/MENTION]'s comment, the GM should review his game's rules on running away. If they don't specifically have a section on "how to run away" make a new section in your house rules called that, collate the basic facts of how to do it, maybe add a little more to spice it up or reference some Chase rules. But having that clearly denoted and raised to the players attention would frame the concept in their minds and get entice them to engagge those rules when needed. [/QUOTE]
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