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<blockquote data-quote="Primitive Screwhead" data-source="post: 2843733" data-attributes="member: 20805"><p>I think its mainly DM presentation. I have played, and then often ran, that same module. In every case the players took the cue to flee the scene and into the presumed saftey of the village.</p><p></p><p> Part of that might be that I am well known as a killer DM who can slaughter most groups with a wolf pack. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f60e.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":cool:" title="Cool :cool:" data-smilie="6"data-shortname=":cool:" /> </p><p></p><p> Of course it probably has more to do with the fact that I run the scene slightly different. </p><p></p><p>As a DM I try to encourage non-combat answers to the encounters. Armed with this meta-game knowledge, there is a higher chance my players will look for different options. This has a lot to do with play style. </p><p>- If I am in a game where the encounters are all CR equivilent, I know we will be able to rest/heal up before the day is done, and that bargaining with the Mooks won't get me anything.. then combat is the first, and quite frankly, only option.</p><p>- On the other hand, if encounters can sometimes badly out-CR the group {or under CR the group}, rest and healing is a maybe, and bargaining with the Mook's might earn me a plotline short cut or useful piece of info on the BBG..then the swords tend to stay sheathed a bit longer.</p><p></p><p></p><p>As a player, I once ran and hid from a world ending event that the DM thought our 'Heroic' party was going to prevent. He had not counted on my CN Rogue wanting to go live up the last few days of his life in hedonistic fun instead of creeping into the deathtrap of the BBEG's castle <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /></p></blockquote><p></p>
[QUOTE="Primitive Screwhead, post: 2843733, member: 20805"] I think its mainly DM presentation. I have played, and then often ran, that same module. In every case the players took the cue to flee the scene and into the presumed saftey of the village. Part of that might be that I am well known as a killer DM who can slaughter most groups with a wolf pack. :cool: Of course it probably has more to do with the fact that I run the scene slightly different. As a DM I try to encourage non-combat answers to the encounters. Armed with this meta-game knowledge, there is a higher chance my players will look for different options. This has a lot to do with play style. - If I am in a game where the encounters are all CR equivilent, I know we will be able to rest/heal up before the day is done, and that bargaining with the Mooks won't get me anything.. then combat is the first, and quite frankly, only option. - On the other hand, if encounters can sometimes badly out-CR the group {or under CR the group}, rest and healing is a maybe, and bargaining with the Mook's might earn me a plotline short cut or useful piece of info on the BBG..then the swords tend to stay sheathed a bit longer. As a player, I once ran and hid from a world ending event that the DM thought our 'Heroic' party was going to prevent. He had not counted on my CN Rogue wanting to go live up the last few days of his life in hedonistic fun instead of creeping into the deathtrap of the BBEG's castle :) [/QUOTE]
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