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*TTRPGs General
NPCs with a neat escape method
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<blockquote data-quote="lastalas" data-source="post: 2757125" data-attributes="member: 39207"><p>Very true and reasonable in a strictly logical world. However, this is a fantasy realm of heroes and dragons. What I think Janx meant was that if the villan escapes every time, the party will get a sense of constant defeat, and risk sliding into "why bother"? The player's need to have some sense of accomplishment and need to feel heroic. Every villan outsmarting them every time is not conducive to that. It makes them feel like they can't win, and risks turning the game into us vs. the DM.</p><p></p><p>Perhaps, you can throw them a bone every now and again. Don't hand the villan over or make it easy. But, I would recommend giving them opportunity to learn of these plans. When they attempt to do "Gather Info" checks, maybe they hear a rumor that the villan had a trap door installed in room x; or, that the villain always has a potion of invisibility on them. Maybe, when entering the room they get a Spot check to see the rope in the ceiling, or to notice the trap switch on the wall. Just a thought....</p><p></p><p>A good one that might throw them for a loop (if they are a good party) is the surrender ruse. Maybe the villan has friends in government or henchman who can bust out of jail. Perhaps, when brought to the authorities he can turn the situation around on the PCs. </p><p></p><p>Villan: "I was sleeping soundly in my bedroom when these barbarians, burst in, and roughed me up."</p><p>Constable: "Is this true?"</p><p>Party: "Yes, but he is a master of great evil and was planning to release a great evil into the heart of the city."</p><p>Constable: "Uh huh, do you have any evidence to substantiate these accusations."</p><p>Party: "Ugh, no. We are the heroes though. We are the good guys."</p><p>Constable: "Sorry Mr x for the trouble. You 'heroes' let him go, and why don't you join me back at the station."</p></blockquote><p></p>
[QUOTE="lastalas, post: 2757125, member: 39207"] Very true and reasonable in a strictly logical world. However, this is a fantasy realm of heroes and dragons. What I think Janx meant was that if the villan escapes every time, the party will get a sense of constant defeat, and risk sliding into "why bother"? The player's need to have some sense of accomplishment and need to feel heroic. Every villan outsmarting them every time is not conducive to that. It makes them feel like they can't win, and risks turning the game into us vs. the DM. Perhaps, you can throw them a bone every now and again. Don't hand the villan over or make it easy. But, I would recommend giving them opportunity to learn of these plans. When they attempt to do "Gather Info" checks, maybe they hear a rumor that the villan had a trap door installed in room x; or, that the villain always has a potion of invisibility on them. Maybe, when entering the room they get a Spot check to see the rope in the ceiling, or to notice the trap switch on the wall. Just a thought.... A good one that might throw them for a loop (if they are a good party) is the surrender ruse. Maybe the villan has friends in government or henchman who can bust out of jail. Perhaps, when brought to the authorities he can turn the situation around on the PCs. Villan: "I was sleeping soundly in my bedroom when these barbarians, burst in, and roughed me up." Constable: "Is this true?" Party: "Yes, but he is a master of great evil and was planning to release a great evil into the heart of the city." Constable: "Uh huh, do you have any evidence to substantiate these accusations." Party: "Ugh, no. We are the heroes though. We are the good guys." Constable: "Sorry Mr x for the trouble. You 'heroes' let him go, and why don't you join me back at the station." [/QUOTE]
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