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General Tabletop Discussion
*Dungeons & Dragons
RPG Evolution: What Do You Mean, "Run"?
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<blockquote data-quote="MGibster" data-source="post: 9695283" data-attributes="member: 4534"><p>I'd certainly agree the direct, honest communication at the beginning of the campaign is the way to go. When I ran Delta Green years ago, I told my players the following: "If you're ever in a situation where a bunch of government goons wearing masks, armor, and armed with MP-5s are coming for you, it's time to get the <bleep> out of Dodge. They're going to eat your lunch in a standup firefight." </p><p></p><p>There's a document called "Axioms for Agents" for Delta Green with some good little tips. One of the axioms is "If you're attacked, break contact. Do not stand and fight when the opposition has the initiative. Retreat, regroup at the rallying point, and go back and kill them in their sleep." </p><p></p><p>But Delta Green is a lot different from D&D in how it handles combat and encounters. A big problem with D&D is that it's specifically designed to have a certain number of encounters per adventure. Encounters which are mostly speed bumps designed to impose some resource cost rather than being an actual threat to anyone. With these assumptions in place, it's not unreasonable for players to treat most every encounter as an obstacle they're expected to beat. Even when the creatures the PCs are fighting are low CR, like skeletons, I will often describe them in a manner to make them seem threatening. Even when I describe a creature as being threatening, players are most likely going to assume I don't mean it like I didn't really mean it with the skeleton.</p></blockquote><p></p>
[QUOTE="MGibster, post: 9695283, member: 4534"] I'd certainly agree the direct, honest communication at the beginning of the campaign is the way to go. When I ran Delta Green years ago, I told my players the following: "If you're ever in a situation where a bunch of government goons wearing masks, armor, and armed with MP-5s are coming for you, it's time to get the <bleep> out of Dodge. They're going to eat your lunch in a standup firefight." There's a document called "Axioms for Agents" for Delta Green with some good little tips. One of the axioms is "If you're attacked, break contact. Do not stand and fight when the opposition has the initiative. Retreat, regroup at the rallying point, and go back and kill them in their sleep." But Delta Green is a lot different from D&D in how it handles combat and encounters. A big problem with D&D is that it's specifically designed to have a certain number of encounters per adventure. Encounters which are mostly speed bumps designed to impose some resource cost rather than being an actual threat to anyone. With these assumptions in place, it's not unreasonable for players to treat most every encounter as an obstacle they're expected to beat. Even when the creatures the PCs are fighting are low CR, like skeletons, I will often describe them in a manner to make them seem threatening. Even when I describe a creature as being threatening, players are most likely going to assume I don't mean it like I didn't really mean it with the skeleton. [/QUOTE]
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