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PCs Running away when they should
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<blockquote data-quote="mythusmage" data-source="post: 1107886" data-attributes="member: 571"><p>Here's a question for all you GMs out there. How would the NPC(s) <em>know</em> how capable the PCs are? Things like level, plusses, and special abilities is game knowledge, the critter won't (necessarily) know how good his opponent is.</p><p></p><p>In addition most animals are cautious when it comes to encounters. Those that aren't are usually rare, and only excessively belligerent to those of their own kind. Those species that act belligerent are usually bluffing, giving their opponent the impression they're more dangerous than they really are. The North American wolverine is an example of this. Recent studies have shown that the typical wolverine is more even tempered than his reputation, and when convinced you are no real threat can be down right agreeable.</p><p></p><p>(BTW, were you aware that tasmanian devils have been known to bond with their keepers?)</p><p></p><p>Predators are out to get a meal, not to engage in honorable combat. Your typical orcs are not going to line up before the party, they're more apt to ambush the intruders; using every dirty trick and strategem they can think of. Besides which, they will only ambush the PCs if certain they can win. If a band of orcs do line up before your group, be certain there are more out there, and that an equitable agreement can be reached that will leave folks alive even if currency or goods changes hands.</p><p></p><p>Please note that I'm not a fan of alignment. It's often misunderstood, and leads to unnatural behavior. I prefer the allegiance system from <em>d20 Modern</em>, which can be used for many of the same things alignment is now, but doesn't lead to the same abuses alignment does. On the same note, I don't see RPG worlds as being anything like literary worlds where behaviors are concerned. Let it put me this way, after a few generations of the hyper aggressive orcs getting slaughtered by adventureres, leaving the more 'even tempered' orcs to breed, Gruumsh is more apt to get responses like, "Ah, Gruumsh sir, my daughter just broke up with her boy friend, my eldest son is getting teased about his 'dinky willy' in gym class, and my baby has a bad case of colic. I'd love to join your big invasion of the human lands, but right now I've got too much going on." then the stereotypical "Loot! Burn! Kill! Compose filthy limericks!" response you get in some RPG settings. Besides which, it makes for a more interesting world.</p><p></p><p>In other worlds, folks should have a good excuse for fighting. Random encounters (if you use any) should rarely result in fisticuffs. Combats should be reserved for those times when the PCs meet folks how are ready to fight, protecting something or someone, or itching for battle. Late adolescents for example, or the villain's hirelings. (Sometimes one and the same thing.)</p><p></p><p>So keep the following in mind:</p><p></p><p>Do the NPcs have a reason for fighting?</p><p></p><p>Do your best to impress on the players the opposition just might be, or are, more than they can handle.</p><p></p><p>Give the PCs the opportunity to retreat. Even villains and evil guys need to husband and conserve resources, and caring for the wounded is resource intensive.</p><p></p><p>Have the NPCs retreat when they are getting the worst of it.</p><p></p><p>Remember that a simple diversion can be a greater aid to retreating than all the <em>Teleports</em> in the world.</p><p></p><p>Hope this helps.</p></blockquote><p></p>
[QUOTE="mythusmage, post: 1107886, member: 571"] Here's a question for all you GMs out there. How would the NPC(s) [i]know[/i] how capable the PCs are? Things like level, plusses, and special abilities is game knowledge, the critter won't (necessarily) know how good his opponent is. In addition most animals are cautious when it comes to encounters. Those that aren't are usually rare, and only excessively belligerent to those of their own kind. Those species that act belligerent are usually bluffing, giving their opponent the impression they're more dangerous than they really are. The North American wolverine is an example of this. Recent studies have shown that the typical wolverine is more even tempered than his reputation, and when convinced you are no real threat can be down right agreeable. (BTW, were you aware that tasmanian devils have been known to bond with their keepers?) Predators are out to get a meal, not to engage in honorable combat. Your typical orcs are not going to line up before the party, they're more apt to ambush the intruders; using every dirty trick and strategem they can think of. Besides which, they will only ambush the PCs if certain they can win. If a band of orcs do line up before your group, be certain there are more out there, and that an equitable agreement can be reached that will leave folks alive even if currency or goods changes hands. Please note that I'm not a fan of alignment. It's often misunderstood, and leads to unnatural behavior. I prefer the allegiance system from [i]d20 Modern[/i], which can be used for many of the same things alignment is now, but doesn't lead to the same abuses alignment does. On the same note, I don't see RPG worlds as being anything like literary worlds where behaviors are concerned. Let it put me this way, after a few generations of the hyper aggressive orcs getting slaughtered by adventureres, leaving the more 'even tempered' orcs to breed, Gruumsh is more apt to get responses like, "Ah, Gruumsh sir, my daughter just broke up with her boy friend, my eldest son is getting teased about his 'dinky willy' in gym class, and my baby has a bad case of colic. I'd love to join your big invasion of the human lands, but right now I've got too much going on." then the stereotypical "Loot! Burn! Kill! Compose filthy limericks!" response you get in some RPG settings. Besides which, it makes for a more interesting world. In other worlds, folks should have a good excuse for fighting. Random encounters (if you use any) should rarely result in fisticuffs. Combats should be reserved for those times when the PCs meet folks how are ready to fight, protecting something or someone, or itching for battle. Late adolescents for example, or the villain's hirelings. (Sometimes one and the same thing.) So keep the following in mind: Do the NPcs have a reason for fighting? Do your best to impress on the players the opposition just might be, or are, more than they can handle. Give the PCs the opportunity to retreat. Even villains and evil guys need to husband and conserve resources, and caring for the wounded is resource intensive. Have the NPCs retreat when they are getting the worst of it. Remember that a simple diversion can be a greater aid to retreating than all the [i]Teleports[/i] in the world. Hope this helps. [/QUOTE]
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