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*Dungeons & Dragons
RPG Evolution: What Do You Mean, "Run"?
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<blockquote data-quote="Clint_L" data-source="post: 9696522" data-attributes="member: 7035894"><p>Again, I don't think that's a D&D problem, I think it's a DM problem. The fights are not properly structured.</p><p></p><p>If it's a confined dungeon, then yeah, letting them retreat means they are retreating towards reinforcements, so that's one situation where letting the mobs go might not be a great idea...but what about taking them prisoner and negotiating? Or letting a few run back to warn the others not to mess with the party. It really depends on the situation (maybe it's a stealth situation, etc., though incapacitating an opponent is typically also an option).</p><p></p><p>As far as coming back another day, that's often not an issue because D&D parties tend to be on the move, but even if it is (say, it's an urban campaign), then it's a risk/reward situation. Why do these guys want to come back, if you already kicked their ass? Continuing to fight when there are other options should often be a last resort in game, just like it is IRL.</p><p></p><p>I think that if players think that always fighting to the death is the least risky option, then that's a DM problem. The stakes are too low, which to me begs the question of why the fight is even happening.</p><p></p><p>Example: in our last game, once the pirate leader was killed and the fight had clearly swung towards the players, every single one of the minions did a morale check with a high DC, failed, and got out of there right quick, diving overboard or back into their boat. The party was happy to let them go, knowing that without their leader the minions were probably not much threat, and none of the characters are sociopaths. And from a game play and narrative perspective, continuing the fight from that point would have been tedious.</p><p></p><p>IRL, most battles are not fought until one side is annihilated, they are fought until there is a clear winner (same in the animal kingdom).</p><p></p><p>Edit: for the same reason, when I set up a particularly tough fight I always try to consider a losing option for the party, which might be retreat, being taken prisoner, left beaten and unconscious, etc. Losing should not always or even often mean a TPK. Surrendering should be a viable option a lot of the time for the players, as well.</p><p></p><p>For example, in that last pirate situation, I had an entire alternate scenario prepped for if the party lost: the pirates would take them prisoner for use in an upcoming dark ritual, and the next session would start with some NPCs and companions (the artificer's automaton, a familiar, a friendly NPC, etc.) trying to bust the party out. I was actually kind of bummed that the party won.</p></blockquote><p></p>
[QUOTE="Clint_L, post: 9696522, member: 7035894"] Again, I don't think that's a D&D problem, I think it's a DM problem. The fights are not properly structured. If it's a confined dungeon, then yeah, letting them retreat means they are retreating towards reinforcements, so that's one situation where letting the mobs go might not be a great idea...but what about taking them prisoner and negotiating? Or letting a few run back to warn the others not to mess with the party. It really depends on the situation (maybe it's a stealth situation, etc., though incapacitating an opponent is typically also an option). As far as coming back another day, that's often not an issue because D&D parties tend to be on the move, but even if it is (say, it's an urban campaign), then it's a risk/reward situation. Why do these guys want to come back, if you already kicked their ass? Continuing to fight when there are other options should often be a last resort in game, just like it is IRL. I think that if players think that always fighting to the death is the least risky option, then that's a DM problem. The stakes are too low, which to me begs the question of why the fight is even happening. Example: in our last game, once the pirate leader was killed and the fight had clearly swung towards the players, every single one of the minions did a morale check with a high DC, failed, and got out of there right quick, diving overboard or back into their boat. The party was happy to let them go, knowing that without their leader the minions were probably not much threat, and none of the characters are sociopaths. And from a game play and narrative perspective, continuing the fight from that point would have been tedious. IRL, most battles are not fought until one side is annihilated, they are fought until there is a clear winner (same in the animal kingdom). Edit: for the same reason, when I set up a particularly tough fight I always try to consider a losing option for the party, which might be retreat, being taken prisoner, left beaten and unconscious, etc. Losing should not always or even often mean a TPK. Surrendering should be a viable option a lot of the time for the players, as well. For example, in that last pirate situation, I had an entire alternate scenario prepped for if the party lost: the pirates would take them prisoner for use in an upcoming dark ritual, and the next session would start with some NPCs and companions (the artificer's automaton, a familiar, a friendly NPC, etc.) trying to bust the party out. I was actually kind of bummed that the party won. [/QUOTE]
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