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PCs Running away when they should
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<blockquote data-quote="Joshua Randall" data-source="post: 1108949" data-attributes="member: 7737"><p>Y'know, the more I think about this subject, the more I get back to something I mentioned in my first post in this thread (and that others have certainly pointed out as well): that the main reason D&D PCs don't flee when they should is that death, in standard D&D, is merely an inconvenience rather than a permanent end.</p><p> </p><p>This has been debated in the past, and various solutions proposed ranging from house-rules on the availability of <em>raise dead</em> and its ilk to a deliberate meat-grinder campaign to a gentlemen's agreement among players and DM that death is permanent. But whatever the solution, or lack thereof, as long as death is something that can be gotten around, why run? Really - why run?</p><p> </p><p>Recognizing that death and the need to flee go hand-in-hand, each DM and group has to decide what kind of game they want to play. If you want a game of heroes facing overwhelming odds and overcoming them, then play that way; if you want a game of heroes being outclassed and having to run away yet living to fight another day, then play that way.</p><p> </p><p>I guess what I've decided is not to lose too much sleep over this "problem" of PCs not running away when they should. As long as everyone's having fun, that's what matters.</p></blockquote><p></p>
[QUOTE="Joshua Randall, post: 1108949, member: 7737"] Y'know, the more I think about this subject, the more I get back to something I mentioned in my first post in this thread (and that others have certainly pointed out as well): that the main reason D&D PCs don't flee when they should is that death, in standard D&D, is merely an inconvenience rather than a permanent end. This has been debated in the past, and various solutions proposed ranging from house-rules on the availability of [i]raise dead[/i] and its ilk to a deliberate meat-grinder campaign to a gentlemen's agreement among players and DM that death is permanent. But whatever the solution, or lack thereof, as long as death is something that can be gotten around, why run? Really - why run? Recognizing that death and the need to flee go hand-in-hand, each DM and group has to decide what kind of game they want to play. If you want a game of heroes facing overwhelming odds and overcoming them, then play that way; if you want a game of heroes being outclassed and having to run away yet living to fight another day, then play that way. I guess what I've decided is not to lose too much sleep over this "problem" of PCs not running away when they should. As long as everyone's having fun, that's what matters. [/QUOTE]
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