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

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

Dungeons and Dragons is better in the telling. When we're playing at the table we're experiencing real emotions that aren't always comfortable feelings. It isn't until later, when we're recounting the story and we're distanced from the emotions, that we enjoy the setbacks.

There's a lot of frustration felt when we encounter a setback. That doesn't feel good in the moment. Sometimes we're embarrassed in front of our peers because our character was defeated or failed to save the day. That's not comfortable either; but, emotions fade and we do not recount the bad feelings when telling our stories, only the good ones. That's why Dungeons and Dragons is better in the telling.

I think this is at least slightly overoptimistic. I've seen people tell gaming stories where it was clear that all it did was make them remember it felt lame at the time, too.
 

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How does not allowing retreat with "known foes" such as Red Hand hobgoblins, or even outlaws, leading to the party becoming shunned and hunted outlaws?
Obviusly, I can't speak to your game world and the relations between various factions. In my games, just like real life, "alignment" is not a thing and factions are full of individuals. If the outlaw is a psychopathic killer then yeah, lethality is justified. But situations are varied. If you're defending the village from raiding bandits, then lethality is perfectly justified, at least until one side is retreating. But if you stumble upon a bandit camp and decide to murder everyone in it?

Imagine that in real life - a group of vigilantes who go around attacking and murdering everyone they perceive to be evil or a threat. Those guys are very quickly going to be dealt with.
 


Of course, different games serve different purposes, even the same game at different tables.

May be, but if the game system as I understand it seems to make something impractical, I think its the GMs duty to make it clear that's not how he's running it (i.e. he has effective houserules here, even if he doesn't write them down). I don't feel that playing a guessing game in something like this is a virtue at pretty much any table.
 

Obviusly, I can't speak to your game world and the relations between various factions. In my games, just like real life, "alignment" is not a thing and factions are full of individuals. If the outlaw is a psychopathic killer then yeah, lethality is justified. But situations are varied. If you're defending the village from raiding bandits, then lethality is perfectly justified, at least until one side is retreating. But if you stumble upon a bandit camp and decide to murder everyone in it?

Imagine that in real life - a group of vigilantes who go around attacking and murdering everyone they perceive to be evil or a threat. Those guys are very quickly going to be dealt with.
Appreciate the thoughtful reply :)
 

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