Mercule
Adventurer
My original group tended heavily toward rangers and rogues with most wizards being coniving SOBs. Even the "spill their guts" fighters tended to be the gritty, tactically minded sort that didn't really cotton to a fair fight. Sure, there were wandering monsters and unavoidable guards to dispatch, but it was mostly about fighting on our terms, not theirs.
If the goal was to confront the Duke and probably end his reign, you didn't carve your way through the guards (they might actually be loyal to the seat, not the man, and you'd need people to staff your new realm). You did the minimum engagement necessary to acheive your goal.
I think part of that was because of what's now termed the 15 minute day. You knew you didn't have the resources to kill everyone and still stand up to the kahuna. Camping wasn't always an option and leaving and coming back only served to alert them.
If you were in an orc den or some other traditional dungeon setting, you might come back and clean up, but we tended to run a lot more above ground adventures. In dungeon settings, though, the wandering monsters tended to discourage picking fights with everything.
If the goal was to confront the Duke and probably end his reign, you didn't carve your way through the guards (they might actually be loyal to the seat, not the man, and you'd need people to staff your new realm). You did the minimum engagement necessary to acheive your goal.
I think part of that was because of what's now termed the 15 minute day. You knew you didn't have the resources to kill everyone and still stand up to the kahuna. Camping wasn't always an option and leaving and coming back only served to alert them.
If you were in an orc den or some other traditional dungeon setting, you might come back and clean up, but we tended to run a lot more above ground adventures. In dungeon settings, though, the wandering monsters tended to discourage picking fights with everything.