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<blockquote data-quote="(Psi)SeveredHead" data-source="post: 2845250" data-attributes="member: 1165"><p>If your group doesn't have a survivalist, they might not think about that. And how do they know something <em>bigger</em> than dire wolves are coming?</p><p></p><p></p><p></p><p>That would be funny. But it's not obvious to the PCs that will happen, so it's not a good cue.</p><p></p><p></p><p></p><p>Another cool scenario, but it's not obvious, so the PCs don't know they're not supposed to run.</p><p></p><p></p><p></p><p>Surrender is death, especially for evil NPCs. How often do PCs raiding a castle have time to drag the NPC's arse back to civilization, and then spend time conducting a trial? PCs kill villains so often it probably gets into bards' tales and things like that. Villains expect it, so they either try to teleport away or just fight to the death. (Running isn't a good option.)</p><p></p><p></p><p></p><p>I'll look out for that.</p><p></p><p></p><p></p><p>I think these are the biggest reasons. If it's not obviously going to squash the PCs, see #1. It's also sometimes hard for the players to see a legitimate reason for a "follow-up to the boss encounter". The perception is that the DM is angry his boss died, and is just dropping something on them. DMs rarely do that, so players believe in #2.</p></blockquote><p></p>
[QUOTE="(Psi)SeveredHead, post: 2845250, member: 1165"] If your group doesn't have a survivalist, they might not think about that. And how do they know something [i]bigger[/i] than dire wolves are coming? That would be funny. But it's not obvious to the PCs that will happen, so it's not a good cue. Another cool scenario, but it's not obvious, so the PCs don't know they're not supposed to run. Surrender is death, especially for evil NPCs. How often do PCs raiding a castle have time to drag the NPC's arse back to civilization, and then spend time conducting a trial? PCs kill villains so often it probably gets into bards' tales and things like that. Villains expect it, so they either try to teleport away or just fight to the death. (Running isn't a good option.) I'll look out for that. I think these are the biggest reasons. If it's not obviously going to squash the PCs, see #1. It's also sometimes hard for the players to see a legitimate reason for a "follow-up to the boss encounter". The perception is that the DM is angry his boss died, and is just dropping something on them. DMs rarely do that, so players believe in #2. [/QUOTE]
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