My players are in a wee bit of trouble...

It's worth noting that I thought forced movement would matter here -- I gave them an interesting environment with catapults -- but I didn't see this one coming.
 

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Nah, it's fine. They got some fairly astounding loot, but the real gift to me is that this completely shakes up my campaign's plans. As a DM, I always run the risk of figuring out villain plans early and then having to sit on them for years. When something like this happens, there's a sudden power vacuum in the bad guy plans that someone will try to fill. Figuring that out is what I love best about campaign building. They've shaken up the whole campaign, and that's just fun.

But still. I was nigh-positive I'd kill at least one or two PCs.
 

Oh, I think my statement was slightly misunderstood.

I agree with you, it's fun when things like that happen. I just meant my statement more along the lines that 5 brains (or however many are in your gaming group) will always be better than my brain, even if I think I have a bullet proof plan.

I can't tell you how many times I've simply stolen ideas offered around the table for motivations of NPCs simply because they were better than my original plan.
 

Lots of great comments and thoughts here but I'd like to echo with bargle0 that I think players should live or die based on their decisions. If they choose to take on a too tough enemy under unfavorable circumstances, they should have dire consequence that could but not necessarily involve player death.

Have you given them an indication that the BBEG is 10 levels higher? My players usually get the hint someone is a Badass - doesn't mean they give up, but it usually makes them think of something clever rather than rolling initiative.
 

Piratecat, this is a great example of one of the factors that makes you such an astoundingly good dm. :)

I love this kind of thing too- for me, it comes from having a preference for sandboxes over directed or story-oriented games.
 

Piratecat, this is a great example of one of the factors that makes you such an astoundingly good dm. :)

Indeed. In my weekly game we faced off against one of the major villains much sooner than the GM expected and due to some extraordinary luck we had him on the ropes. The GM seemingly* corrected for our luck so the GM's story stayed intact but it left us feeling cheated.

*I say "seemingly" because the GM may have designed those contingencies he enacted as part of the encounter all along. But from a player's perspective without seeing inside his head it felt forced.
 

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