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General Tabletop Discussion
*Dungeons & Dragons
Playing to "Win" - The DM's Dilemma
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<blockquote data-quote="EzekielRaiden" data-source="post: 9577806" data-attributes="member: 6790260"><p>When violence has broken out, usually the opposition is in a situation where they are either greedy, desperate, or devoted enough that backing down isn't on the table. Hence, for that reason, many of the opposition forces I portray as GM do "play to win" because they aren't willing to accept what happens if they lose.</p><p></p><p>Part of this comes from the specific types of antagonists I advanced. Assassin-cult members aren't likely to betray the faith they've killed for multiple times before. Gangers hopped up on black dragon steroids aren't likely to be thinking straight and are very likely to obey whatever orders their superiors gave them. And Lovecraftian monster-worshippers are <em>particularly</em> unlikely to listen to reason, given most of them are actually insane to begin with.</p><p></p><p>The Shadow Druids are particularly useful in this regard, because their "grunt" forces are shroombies (fungus-animated corpses--not <em>techncially</em> undead, but still susceptible to most things undead are), and most of their leadership has been subsumed into the dark-fungus hive mind, meaning <em>most</em> of them are super committed, and even the few that are not yet infected with the slower "your soul gets absorbed" version of the fungus are generally pretty hardcore dedicated to the cause.</p><p></p><p>This doesn't mean people can't be saved (they can, even a relatively high-level Shadow Druid that hadn't been absorbed yet), nor that there aren't possible allies here (there are; around half of the "clergy" of the assassin-cult considers the party Bard to be their prophesied destroyer-savior, and the "lay" folk are moving in the direction of supporting him too.)</p><p></p><p>But, as a general rule, a lot of the people willing to engage in violence have a relatively low surrender rate. That's mostly a thing for hired thugs, who haven't been a major obstacle in a long time, or mere belligerents without any commitments, which aren't as common a threat. Animals will often break and run if an attack goes poorly for them though...but they may not break and run <em>soon enough</em>. The nasty things that live in the deep desert are ill-used to prey that bites back.</p></blockquote><p></p>
[QUOTE="EzekielRaiden, post: 9577806, member: 6790260"] When violence has broken out, usually the opposition is in a situation where they are either greedy, desperate, or devoted enough that backing down isn't on the table. Hence, for that reason, many of the opposition forces I portray as GM do "play to win" because they aren't willing to accept what happens if they lose. Part of this comes from the specific types of antagonists I advanced. Assassin-cult members aren't likely to betray the faith they've killed for multiple times before. Gangers hopped up on black dragon steroids aren't likely to be thinking straight and are very likely to obey whatever orders their superiors gave them. And Lovecraftian monster-worshippers are [I]particularly[/I] unlikely to listen to reason, given most of them are actually insane to begin with. The Shadow Druids are particularly useful in this regard, because their "grunt" forces are shroombies (fungus-animated corpses--not [I]techncially[/I] undead, but still susceptible to most things undead are), and most of their leadership has been subsumed into the dark-fungus hive mind, meaning [I]most[/I] of them are super committed, and even the few that are not yet infected with the slower "your soul gets absorbed" version of the fungus are generally pretty hardcore dedicated to the cause. This doesn't mean people can't be saved (they can, even a relatively high-level Shadow Druid that hadn't been absorbed yet), nor that there aren't possible allies here (there are; around half of the "clergy" of the assassin-cult considers the party Bard to be their prophesied destroyer-savior, and the "lay" folk are moving in the direction of supporting him too.) But, as a general rule, a lot of the people willing to engage in violence have a relatively low surrender rate. That's mostly a thing for hired thugs, who haven't been a major obstacle in a long time, or mere belligerents without any commitments, which aren't as common a threat. Animals will often break and run if an attack goes poorly for them though...but they may not break and run [I]soon enough[/I]. The nasty things that live in the deep desert are ill-used to prey that bites back. [/QUOTE]
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