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PCs Running away when they should
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<blockquote data-quote="BSF" data-source="post: 1109172" data-attributes="member: 13098"><p>I hear that! Fun is the goal. If we are all having fun, that is what is important. </p><p></p><p>My players are not real good at choosing the best time to run. Sometimes they think they cna just tough it out. My NPC's are pretty good, but sometimes they are in a bad position and can't really get away. Retreat is probably not investigated as often as it would be if the players themselves were swinging swords and casting spells. That's why it is fantasy right?</p><p></p><p>I have a variety of challenges for the PC's. From the outset, I let the players know that many encounters will probably be tailored to their level, but some will be status quo encounters where the CR is already set. It has always been up to them to figure out when to run. </p><p></p><p>In their defense, they have decided to break and run a few times. Though, lately it has been kind of silly. Things like them deciding to go back outside the Evil temple they are trying to clear out and trying to just camp out overnight. Silly when they know that a BBEG is inside taunting them. For some reason, they think that if they go outside, they will be safe for an indefinite period of time. (Personally, I blame computer games for this thinking. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" />) Boy were they upset when their private rest time was rudely interrupted. What was worse is that it was an attack geared to interrupt sleep and then the attackers retreated back to the temple. (Not that they had far to go, the party was within range from the walls.) Once they figured out that these tactics were going to be reused all night long, they wised up a bit. </p><p></p><p> </p><p>Throughout the campaign, I have tried to give them a taste of their increasing power. Earlier in the game, they had trouble with a pack of ghouls. Many people paralyzed, many knocked negative, everyone was barely saved. It really made them hate and fear ghouls. Now, 7+ levels higher, I still like to throw packs of ghouls at them. Is it a challenge? Hardly! But, they like to beat them up. The first time the group re-encountered ghouls, they were a little scared. Unleashed all of their most potent attacks and took out the pack in 1 round. The players had a blast, so did I. </p><p></p><p>For the next campaign, I want a bit more rational thinking. At least initially, when they are lower level. Retreat should always be an option. Smart retreat lets you do things like research your opponent. Which might lead to new RP experiences and story references that make the game more fun.</p></blockquote><p></p>
[QUOTE="BSF, post: 1109172, member: 13098"] I hear that! Fun is the goal. If we are all having fun, that is what is important. My players are not real good at choosing the best time to run. Sometimes they think they cna just tough it out. My NPC's are pretty good, but sometimes they are in a bad position and can't really get away. Retreat is probably not investigated as often as it would be if the players themselves were swinging swords and casting spells. That's why it is fantasy right? I have a variety of challenges for the PC's. From the outset, I let the players know that many encounters will probably be tailored to their level, but some will be status quo encounters where the CR is already set. It has always been up to them to figure out when to run. In their defense, they have decided to break and run a few times. Though, lately it has been kind of silly. Things like them deciding to go back outside the Evil temple they are trying to clear out and trying to just camp out overnight. Silly when they know that a BBEG is inside taunting them. For some reason, they think that if they go outside, they will be safe for an indefinite period of time. (Personally, I blame computer games for this thinking. :)) Boy were they upset when their private rest time was rudely interrupted. What was worse is that it was an attack geared to interrupt sleep and then the attackers retreated back to the temple. (Not that they had far to go, the party was within range from the walls.) Once they figured out that these tactics were going to be reused all night long, they wised up a bit. Throughout the campaign, I have tried to give them a taste of their increasing power. Earlier in the game, they had trouble with a pack of ghouls. Many people paralyzed, many knocked negative, everyone was barely saved. It really made them hate and fear ghouls. Now, 7+ levels higher, I still like to throw packs of ghouls at them. Is it a challenge? Hardly! But, they like to beat them up. The first time the group re-encountered ghouls, they were a little scared. Unleashed all of their most potent attacks and took out the pack in 1 round. The players had a blast, so did I. For the next campaign, I want a bit more rational thinking. At least initially, when they are lower level. Retreat should always be an option. Smart retreat lets you do things like research your opponent. Which might lead to new RP experiences and story references that make the game more fun. [/QUOTE]
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