RPG Evolution: What Do You Mean, "Run"?

Sometimes, you're not supposed to kill the monster.
flee.jpg


It's hard. As Dungeon Masters, we meticulously craft encounters, balancing challenge ratings, hit points, and legendary actions, to make an encounter challenging. But sometimes, that intent is for the party to face an insurmountable obstacle, a force meant to inspire awe, dread, and most importantly, flight. Yet, time and again, players, despite overwhelming odds and even downed party members, stand their ground, swords drawn, with the unspoken (or sometimes very spoken) question: "If you wanted us to flee, why is it here?"

If It Bleeds, We Can Kill It​

In my campaign, the player characters are currently in the Wildlands, a realm where few smaller humanoids stay put because giants and kaiju roam the land. Every battle is a risk, because it might bring the attention of something much larger. In theory, PCs should be trying to be quiet; in practice, they never are, blasting fireballs and storm spheres left and right. So when, after a grueling fight, a giant monster shows up, my PCs turned ... and decided to battle it to the death. They didn't even really need to fight it -- they had completed their mission -- but because it was there, they stubbornly fought it head on.

This player philosophy, that "if it has stats, it can be killed," isn't new; its roots stretch back to the very earliest days of Dungeons & Dragons. A prime example is the original Advanced Dungeons & Dragons Deities & Demigods (1980) sourcebook, which famously provided game statistics for various mythological pantheons, from Greek gods to Norse Aesir. While seemingly a boon for DMs, it inadvertently solidified the "killable if statted" mentality. Players, looking at a deity's colossal hit points and saving throws, immediately began planning how to take them down, diminishing (supposedly) cosmic forces beyond mortal reckoning to a few stats. The very act of assigning numerical values to omnipotent beings led to countless legendary (and sometimes disastrous) player attempts at god-slaying.

This player-centric view stems from how various iterations of D&D often framed problem-solving: through combat. The game's mechanics rewarded direct confrontation—experience points, loot, and clear victory conditions were tied to defeating foes. When presented with a monster, the default solution path in a player's mind quickly defaulted to reducing its hit points to zero. Which can make it difficult for players to pivot from combat as the only solution.

What to Do About It​

So, how does a DM introduce a truly overwhelming threat without resorting to a total party kill simply because players refuse to retreat? It requires a shift in tactics and, crucially, clear communication.
  • Subtle Environmental and Narrative Hints: Before a single dice roll, describe the creature with palpable dread. Emphasize its sheer size, the way the ground trembles with its steps, or the aura of ancient power it exudes. Show, don't just tell, its capabilities: perhaps it effortlessly demolishes a section of the dungeon or shrugs off attacks from powerful NPCs who are quickly dispatched. Use the environment to reinforce its danger – unholy altars, scorched earth, or piles of ancient, indestructible armor hint at its destructive power and age.
  • Tactical Retreats and Alternative Objectives: Design encounters where immediate combat isn't the only, or even the best, option. Can the monster be lured into a trap? Is there a magical artifact that can temporarily banish it? Perhaps the goal isn't to kill it, but to retrieve a MacGuffin from its lair while avoiding detection, or to trigger a mechanism that seals it away. Providing clear alternative choices beyond head-on combat encourages creative problem-solving. This might involve tactical retreats to areas where the monster can be contained, or finding weaknesses in the environment rather than its stat block.
  • Direct, Honest Communication (The "Session Zero" Talk): This is perhaps the most powerful tool. In a Session Zero (or a mid-campaign check-in), explicitly discuss expectations. Explain that not every encounter is designed to be a slugfest to the death. Sometimes, monsters are environmental hazards, plot devices, or forces too mighty to be overcome by conventional means. Clarify that tactical retreats are not failures but smart strategic moves. This open dialogue helps set the tone for the campaign and gives players permission to think outside the combat box.
The "harshest lesson" – a total party kill – is always an option, and sometimes, it's the only way to drive home the reality of a threat in a brutal, unforgettable manner. However, unless that's the established tone of your game, it's a very blunt instrument that can lead to frustration rather than learning.

Fight ... or Die!​

Introducing a monster meant to be avoided rather than killed requires both a change in DM tactics and a crucial shift in player play style. The expectation that every creature can and should be killed runs deep in D&D, stemming from its very foundations. It's imperative to equip players with the tools and understanding to recognize when discretion is the better part of valor. Communication is key to preventing frustration and ensuring that players don't feel cheated when the monster potentially slaughters the party.

In the end, I had a frank conversation with my players, and I realized I had not given them obvious reasons to flee for most of the campaign (with a few exceptions). They always prevailed, and even though the monsters have gotten harder and the party nearly died a few times, they still stuck it out. So it's on me to make it clear the stakes are being raised, particularly as they increase in level.

Sometimes the best solution to defeating a monster isn't at the end of a sword. But it's also on DMs to make sure the PCs learn that, and how that's conveyed is the difference from a desperate retreat to fight again another day ... or a brutal TPK.
 

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Michael Tresca

Michael Tresca

It's harder these days to get players to wrap their heads around the idea that an encounter might be over their heads, and that running is a perfectly viable option. In my wife's recent campaign, twice we've had to back out an encounter that was more than we could handle - and if I hadn't been the one to say it out loud, the rest of the party would have just stayed in combat until they had been dropped.

I have gotten into the habit of laying out the potential in Session 0 - "Guys, there are going to be times you run across stuff you won't be able to smash your way through. Be prepared for it, and pull out if you feel the need. I am NOT going to save your bacon, that's up to you."

But, players are stubborn, and sometimes they don't pick up on the clues or foreshadowing meant to warn them that they're in over their heads. With the likes of CRs, they get it into their head that everything is put together for them to defeat, right then and there. And, every once in a while, I sometimes as a DM don't realize that an encounter may be too much until half-way into the encounter.

I don't try to be cruel, but I will let "the chips fall where they may." Success is not guaranteed, and they can always make replacement characters to try again or take another path where the first failed.
 

It's harder these days to get players to wrap their heads around the idea that an encounter might be over their heads, and that running is a perfectly viable option. In my wife's recent campaign, twice we've had to back out an encounter that was more than we could handle - and if I hadn't been the one to say it out loud, the rest of the party would have just stayed in combat until they had been dropped.

I have gotten into the habit of laying out the potential in Session 0 - "Guys, there are going to be times you run across stuff you won't be able to smash your way through. Be prepared for it, and pull out if you feel the need. I am NOT going to save your bacon, that's up to you."

But, players are stubborn, and sometimes they don't pick up on the clues or foreshadowing meant to warn them that they're in over their heads. With the likes of CRs, they get it into their head that everything is put together for them to defeat, right then and there. And, every once in a while, I sometimes as a DM don't realize that an encounter may be too much until half-way into the encounter.

I don't try to be cruel, but I will let "the chips fall where they may." Success is not guaranteed, and they can always make replacement characters to try again or take another path where the first failed.
Yeah this is a tough one, because the expectations of "success" are built in at low levels (you fight stuff and hopefully win), and there isn't necessarily an expectation for that to change at higher levels, even though in theory the stakes are higher.

This is one of those: does power creep really MEAN anything? If a character can ALWAYS beat a monster at 1st level, and he's now 20th, the stakes really haven't changed at all, it's just more math. D&D has tried to smooth this out a lot more, and legendary actions are one of the ways you "feel" D&D is different, but in my experience legendary actions feel a bit like a hammer to a solution ("your stuff doesn't work because I said so"). In theory the variability goes up quite a bit in terms of damage, but I'm not sure that players necessarily "get trained" to expect different outcomes.

Which comes back to...talking to them before they are in dire straits is probably the best solution.
 

Particularly if it’s a group of inexperienced players, most of whom probably have video game encounters as their primary reference point, I will just straight up tell them when it’s an escape or die kind of situation. My premise is that if it would be very clear to their characters that this foe is very likely too much, then it needs to be clear to the players, as well.

Otherwise, the TPK is on me, not them.
 

Giving Gods stats was a mistake. I think it set the expectation that anything can be killed.
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Though, occasionally I have tried to run encounters where directly fighting the foe isnt going to work. The PCs need to use their environment and work as a team in unusual ways (not just swords and damage spells). Sometimes its a great change of pace and a fun encounter, some folks really dont appreciate that their greataxe barb cant just slash everything to death tho.

So, I think the first step to running such an encounter means finding out if your players are even open to it. If they are, then take care to telegraph the situation. Give the players ample chances to figure out the puzzle (or the danger level) instead of a few hidden doors or obscure GM handouts that obfuscate the situation. YMMV
 

A classic example of an encounter where the critter shouldn't be killed is the ST-TOS episode, Devil in the Dark. The one with the Horta that is disrupting critical mining operations. Of course our heroes beam down and start shooting at it and people die. Eventually one(Spock) realizes that maybe talking might be a solution. Talking works and a TPK is avoided. P in this case is planet as the Horta had stolen a part a reactor needed to avoid going critical. Bonus, the eggs the Horta was protecting hatch and mining output increases dramatically.

Nothing wrong with a GM setting up a similar scenario. If the party insists on killing the scenario's version of the Horta, their next mission is fixing all the things they busted by killing the thing, at the party's expense. Hit them in them in the wallet. On the other hand, if they pay attention to the hints that there is a non combat solution, then reward them richly. Once they get the lesson that sometimes the largest reward is NOT killing something, much easier to get them to listen to future hints about 'Maybe this isn't a kill it' type of encounter.
 

Something important that is blamed on players despite being a mechanical failure is that several systems, most notably the d20 system from 3.0 through all their offshoots, forced this mentality in numerous situations with extreme prejudice.

Under these systems, 'hit it until it's dead' is the absolute bottom rung of capability. You can get lucky with your rolls, take advantage of your action economy, and maybe get it to run out of HP. By the time you couldn't just beat it down, far too many encounters had far surpassed your ability to run from it, barring perhaps burning some rare teleport scroll or the such if you're not yet at levels where this is normally available. Even this assumes they can't counter or follow that...
  • I say 'hit'; diplomacy is also on the "defeating it face on" side of things. It's standing your ground in a fashion, so it can work. It can work insanely well sometimes...
You can do these well after you can no longer run from it, due to movement modes often getting faster with more hit-dice/levels - and if A person in the party CAN run from it still by the time the party can't kill the thing, it's at the cost of everybody else's chance to live since there's now one less person's worth of actions involved.
  • This gets even worse when things gain stuff like 'pounce', where every turn spent running is a turn where someone's getting their face bitten off with possibly no fighting back at all.
You can still hit it until it's dead long after your ability to evade detection has been utterly mangled by their senses, detection modes and perception bonuses, and again, if A specialist in the party can hide from it at that point, it's at the cost of everybody else's chance to live should the critter or NPC decide to fight and you don't then join in.

We had plenty of chances to get lucky with combat that simply did not happen with other ways of getting through an encounter. Leaving someone as a decoy could hammer the mood at the table and kill the group far more effectively than a mere TPK.

In systems like Silhouette, if you can massively outrun the other side, chances are you need and want to. If you have the advantage on who detects whom, you decide the terms of engagement if there is one. Attacking may not be your best option, but the important thing is it's never your only option. In other systems, 'that it isn't' was a bit more of a lie.
 

Reputation as a DM makes a difference too. I've got a reputation as a "killer DM" because I let the chips fall where they may, obliterating careless (and sometimes simply unlucky) PCs. This causes my players to be cautious; always ready to run if things start to look bad. This works well for me, since sometimes they run when they don't need to, but they don't always know that. I haven't had a TPK in 15 years, but I've seen about half a dozen PCs get left behind, either to cover the retreat or because they already fell.

In session 2 of my current campaign, the party attacked a kobold lair, unaware that they had a secret door to a nearby Ogre's lair. Things got hairy when the ogre showed up, after being bribed by the kobolds. All the kobolds were dead, but the ogre was definitely a challenge they weren't ready for. One PC got knocked out before the entire party could flee, and it looked grim. The last PC decided to risk himself to Influence the ogre into letting them go (pointing out that since they'd killed all the kobolds in the throne room, he could just take all their treasure for himself). It worked, and the ogre told them to get out. They came back in session 3, after hitting level 2, and got revenge on the ogre (and getting the precious loot).
 

I am adventure league dm. Skully has 164 names in his eyepatch. I had only 2 tpks in my life and that was 5e. My players from 1e to 3e knew the dice or encounter would kill them but they could drop loot and run away.
En World Poster, "but Jasper using the official chase rules, you can't break contact! So, you can't run away!"
Who said I was going to trigger a chase scene.
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I introduce Skully to all new players and if I know a deadly fight is set for the night, he gets put out on the table. I also use Mr. Happy. (heroclix death 007) to show people are on death saves.
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Frack that mid campaign check in. In the middle of combat DM can and should say "you can run away." Sometimes I have made eye contact with everyone at the table after saying this.
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Of course, I had pcs go for the kill on a foreshadowing encounter. Sometimes they won other they lost.
 

I have also created encounters where staying and fighting was simply not an option. For example, I had one where the party was trying to get an artifact from a bridge in the middle of a lava chamber while the BBEG was coming for it from the other side. But the chamber was the resting place of a phoenix that would rise from the lave at the start of round 5 and kill everyone. I made sure the party knew this going in, and added escalating lair effects each round to really emphasize the stakes. They wound up suffering a setback as the BBEG managed to escape with the artifact while the party barely made it out alive, but that just made their eventual victory a few sessions later that much more satisfying.

Lava Bridge 1.jpg
 

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