Justice and Rule
Legend
I’m not sure new being intuitive to new users is particularly germane here. If someone wants to run in a particular style that’s not the one described by the game’s core books (but can be made to work with the system), then they’re not likely to be a new user, and they’re going to have to go to external resources either way.
I recommend allowing retreat because it is an easy release valve for the players. They can push, and the dungeon can react, and if things start looking really bad, they can back off and regroup. What I’m suggesting that the GM make retreat a viable option because it is in one’s interest as a GM that it be a viable option.
I suggested the chase subsystem because it’s something that could possibly be known to a PF2 group (since it’s included in the GMG). Personally, I think it’s too clunky for retreat procedures. I’d advise just allowing the PCs to retreat and talking through any costs that could have, or using the procedure from B/X, or whatever. In essence, the PCs say, “we want to retreat,” and you switch to an exploration activity where they end up somewhere safe (but the GM decides where).
Otherwise, you have the situation you and @Retreater described on page 2 where individual deaths are unlikely, but the risk of a TPK is higher. For AP play or in a story-driven campaign, TPKs are (usually) very undesirable. If GMs want to add a bit of dynamism to keep encounters interesting, then it’s in their interests to use techniques to help mitigate bad outcomes (like a TPK).
I do think part of the problem is that, especially nowadays, monsters hitting 0 means dead while that is not the same for the players. This creates a dichotomy for retreat: monsters can retreat and the players will break off because they may have unconscious players that need tending. But monsters can't have that: if you're down, you're dead, so there's no real desire for triage if the monsters are winning. I have a friend who, when a monster goes down, rolls a d20, and if the die is equal to or under half their Constitution score, the monster is still alive but in critical condition (with obvious exceptions for things like massive damage and such). He also played it so that it wasn't necessarily obvious on first look.
This meant that if you broke off, monsters would check to see if they had any survivors, and also would tend to them. It also meant that after a battle, you might well have someone who is still alive after the fight, which can lead to interesting moments: do you stabilize this bandit and pump him for information? Do you use him as leverage to parlay? It leaves some interesting room for roleplay, as well as giving more reasons and outs for both the players and the NPCs to break combat.
On the other hand, that can (and probably should) be read as "do try out starting the module in media res" and not "stop any and all attempts at role-playing now and throughout all ten levels".
This is underrated, but feels like it never happens in D&D. I started an FFG Star Wars game where the players were fleeing a heist gone wrong and they filled in how it went wrong over time. I also stole that from some Live Play, but I cannot for the life of me remember what.
Look.
This is the fifth decade of adventure content that I've witnessed prompting exactly the same complaint regarding lack of story and motivation. (And no, I'm not counting the seventies, that would have been a sixth decade)
What I will never understand is when y'all stick to dungeons and dragony products despite it being blindingly obvious the average push for story is lower than in other games. Literary talent just isn't something you need to be hired by Paizo. Being able to crunch monster stats, and come up with a truckload of different ways to shish a kebab (=the heroes) on the other hand...
(Sure, Traveller has far drearier and drier scenarios that make Abomination Vaults look like Shakespeare, but I digress)
D&D and Pathfinder is 90% about combat. Sure you can write your own material that is 10% about combat, but if you want prewritten supplements that focuses on story or character development, D&D-ish games just isn't where you will find it.
Sorry for ranting, but obviously each new generation of role-players needs to find this out as if it was something new...
Yeah, this is a systemic problem for the content community, where it feels like many want to aspire to adventures that are beyond just combat, but everyone is just a little to afraid to lose what is generally considered "the draw".
I will say that while I don't play APs (largely for that reason), I am interested in Strength of Thousands, given the concept and the progression (From magic students to magic teachers). Also Fists of the Ruby Phoenix because it's just outright a tournament with what seems to be a PUBG-style Battle Royale and that seems eminently lootable for content.
So true. My mega-dungeon's NPCs have a power struggle. Two brothers warring against each other. The older brother falling to corruption and addiction. The younger brother being seen as a failure in the eyes of his father and betraying the family lineage. I get emotional writing it because it's a symbolic re-write of my family dynamics.
Of course, that level of emotion will never hit a reader or player going through the dungeon. But it's what keeps me passionate about the project and work through my own issues.
Sometimes you just got to indulge in your own stories. Sure, you're there for the players to give them fun stuff to do, but it's really nice to have your own little storylines playing out in the background, even if it doesn't mean as much for the players. As long as you don't get indulgent in it, it's absolutely an alright thing to do.
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