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"Run away! Run away!" ... what if they don't?
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<blockquote data-quote="werecorpse" data-source="post: 7450963" data-attributes="member: 55491"><p>Here's some stuff I tend to use when I expect the party to run. Everyone makes mistakes - players and GM's - and I would rather my players did stuff and got it wrong than were super cautious</p><p></p><p>1) have the enemy be not just too powerful but way way way too powerful. So 3 fire giants v a 7th level party they might think it's a winnable fight. They may not be clear as to the power of the enemy. I have used a beholder v a 2nd level party, a lich v a 4th level party.</p><p></p><p>2) have the bad guys not take the fight seriously or have a goal other than kill the players: the beholder and its Minotaur servant wanted to take an NPC prisoner, the lich wanted an old spellbook. Have one of the fire Giants say loudly in common "I bet you a silver groat you can't hit the fat blue one with your eyes closed" then one of the others throws a rock with disadvantage at the PC wizard while the other two laugh. Have one giant scoop up the most obstreperous PC and toss him into a stream 300 feet away and then shout "nailed it, 3 points" and have another say "My Turn"</p><p></p><p>3) if the fight has to happen have a couple of bacon saving options. My favourites are </p><p>A) a rival adventuring party shows up and saves the party mid fight - they'll hate that.</p><p>B) one of the bad guys sees an opportunity to kill his rival and backstabs his ally - they are evil right?</p><p>C) a bad guy snatches up an unconscious ally and threatens to twist his head off unless a ransom is paid - making it clear that negotiation is an option</p><p>D) a bad guys potion gies wrong polymorphing it into a vicious beast (T-Rex, Bullette whatever) that attacks anything </p><p>E) a bigger fish is attracted to the fight and grabs a bad guy snack (Dragon, Titan, Kraken) before flying away. </p><p></p><p>With number 3 I will tell the players that that was one of their 3 get out of jail encounter modifiers so they know on a metagame level that they got bailed out and that it won't always happen</p></blockquote><p></p>
[QUOTE="werecorpse, post: 7450963, member: 55491"] Here's some stuff I tend to use when I expect the party to run. Everyone makes mistakes - players and GM's - and I would rather my players did stuff and got it wrong than were super cautious 1) have the enemy be not just too powerful but way way way too powerful. So 3 fire giants v a 7th level party they might think it's a winnable fight. They may not be clear as to the power of the enemy. I have used a beholder v a 2nd level party, a lich v a 4th level party. 2) have the bad guys not take the fight seriously or have a goal other than kill the players: the beholder and its Minotaur servant wanted to take an NPC prisoner, the lich wanted an old spellbook. Have one of the fire Giants say loudly in common "I bet you a silver groat you can't hit the fat blue one with your eyes closed" then one of the others throws a rock with disadvantage at the PC wizard while the other two laugh. Have one giant scoop up the most obstreperous PC and toss him into a stream 300 feet away and then shout "nailed it, 3 points" and have another say "My Turn" 3) if the fight has to happen have a couple of bacon saving options. My favourites are A) a rival adventuring party shows up and saves the party mid fight - they'll hate that. B) one of the bad guys sees an opportunity to kill his rival and backstabs his ally - they are evil right? C) a bad guy snatches up an unconscious ally and threatens to twist his head off unless a ransom is paid - making it clear that negotiation is an option D) a bad guys potion gies wrong polymorphing it into a vicious beast (T-Rex, Bullette whatever) that attacks anything E) a bigger fish is attracted to the fight and grabs a bad guy snack (Dragon, Titan, Kraken) before flying away. With number 3 I will tell the players that that was one of their 3 get out of jail encounter modifiers so they know on a metagame level that they got bailed out and that it won't always happen [/QUOTE]
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"Run away! Run away!" ... what if they don't?
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