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PCs Running away when they should
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<blockquote data-quote="Joshua Randall" data-source="post: 1106934" data-attributes="member: 7737"><p>In ~20 years of D&D gaming (as both a player and a DM), I have never encountered a group that knew when to run - with one single exception*.</p><p> </p><p>As a DM, I have gone so far as to tell my players that I <strong>will</strong> assault them with enemies too difficult for them to handle. They still don't run. *sigh* Maybe it's not heroic to run away, but it can make for some great adventures as the PCs strive to overcome a tough foe from whom they had to flee - by leveling up, finding out information about the foe and its weaknesses, and obtaining allies or assistance to take down the enemy.</p><p> </p><p>As a player, I will often suggest that the group have an escape plan in case things blow up in our faces, but my suggestions are cheerfully ignored. Oh well.</p><p> </p><p>* The only time I've seen D&D groups flee consistently is in Living Greyhawk / RPGA games, and that's because there is a <strong>huge</strong> premium on keeping your PC alive in those games - death tends to be either permanent or cripplingly expensive to overcome. By contrast, in a normal, home-brew campaign, death is a minor inconvenience, so running is not necessary.</p></blockquote><p></p>
[QUOTE="Joshua Randall, post: 1106934, member: 7737"] In ~20 years of D&D gaming (as both a player and a DM), I have never encountered a group that knew when to run - with one single exception*. As a DM, I have gone so far as to tell my players that I [b]will[/b] assault them with enemies too difficult for them to handle. They still don't run. *sigh* Maybe it's not heroic to run away, but it can make for some great adventures as the PCs strive to overcome a tough foe from whom they had to flee - by leveling up, finding out information about the foe and its weaknesses, and obtaining allies or assistance to take down the enemy. As a player, I will often suggest that the group have an escape plan in case things blow up in our faces, but my suggestions are cheerfully ignored. Oh well. * The only time I've seen D&D groups flee consistently is in Living Greyhawk / RPGA games, and that's because there is a [b]huge[/b] premium on keeping your PC alive in those games - death tends to be either permanent or cripplingly expensive to overcome. By contrast, in a normal, home-brew campaign, death is a minor inconvenience, so running is not necessary. [/QUOTE]
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