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General Tabletop Discussion
*Pathfinder & Starfinder
Stringing together multiple encounters
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<blockquote data-quote="kaomera" data-source="post: 5479175" data-attributes="member: 38357"><p>Amusingly (for me, at least) shipboard scenarios where the first thing that had come to my mind when you described your situation. But anything that keeps the players busy for longer than a combat can do this. IMO it's more interesting when the players have a real choice - if you have enough time to either take the rest or do the skill challenge (or whatever), frex.</p><p></p><p>It's what gets referred to a lot as "player entitlement", the idea that arbitrary DM decisions are basically unfair. IMO it comes about because players want and expect to have a fundamental understanding of how the game works, and in part due to picking up on the habits of the DM or game. If you've gone through multiple levels without any real penalty for a "5-minute workday", then the players are likely to develop a tendency to blow all of their daily resources each time an encounter starts. And if, suddenly (at least from a player perspective), they have a situation where they are forced into back-to-back encounters, they're liable to feel like the rug has been pulled out from under them.</p><p></p><p>How much "warning" the PCs should get is going to vary wildly between groups and with their experience. It would be fairly trivial to take a group of new players and "train" them to the point that it becomes trivial to engineer a TPK. If X thing <em>always</em> works, then they expect it to not suddenly stop working. And it can be tricky even with more experienced gamers, I know I've seen players take specific character options for reasons I found pretty counter-indicated. In fact I think that players with significant experience with another DM (and especially if it's just one, as her specific quirks can be easily seen as part of the "system" of D&D) can actually be a worse trap in some cases.</p><p></p><p>Of course, a lot of this goes away if you have even a good core of people you really know and have been playing with for a while to call on as players.</p></blockquote><p></p>
[QUOTE="kaomera, post: 5479175, member: 38357"] Amusingly (for me, at least) shipboard scenarios where the first thing that had come to my mind when you described your situation. But anything that keeps the players busy for longer than a combat can do this. IMO it's more interesting when the players have a real choice - if you have enough time to either take the rest or do the skill challenge (or whatever), frex. It's what gets referred to a lot as "player entitlement", the idea that arbitrary DM decisions are basically unfair. IMO it comes about because players want and expect to have a fundamental understanding of how the game works, and in part due to picking up on the habits of the DM or game. If you've gone through multiple levels without any real penalty for a "5-minute workday", then the players are likely to develop a tendency to blow all of their daily resources each time an encounter starts. And if, suddenly (at least from a player perspective), they have a situation where they are forced into back-to-back encounters, they're liable to feel like the rug has been pulled out from under them. How much "warning" the PCs should get is going to vary wildly between groups and with their experience. It would be fairly trivial to take a group of new players and "train" them to the point that it becomes trivial to engineer a TPK. If X thing [i]always[/i] works, then they expect it to not suddenly stop working. And it can be tricky even with more experienced gamers, I know I've seen players take specific character options for reasons I found pretty counter-indicated. In fact I think that players with significant experience with another DM (and especially if it's just one, as her specific quirks can be easily seen as part of the "system" of D&D) can actually be a worse trap in some cases. Of course, a lot of this goes away if you have even a good core of people you really know and have been playing with for a while to call on as players. [/QUOTE]
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Stringing together multiple encounters
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