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<blockquote data-quote="amerigoV" data-source="post: 5200250"><p>In my experience, few surrender if things go bad (I am not talking about "impossible situation plot device", but the "everything that could go wrong did go wrong" scenario). If they can escape, they will. But surrender is a rare thing. It happened once that I recall. The Dragon made them "donate" to his treasure horde. Boy, were they pissed and came back after him instead of holding to an agreement which would have gotten their stuff back eventually.</p><p></p><p>In addition to the hero-thing others mention, most fantasy systems do not help make surrender a viable option. A key aspect of fantasy is cool magic items. Players tend to cherish them even more than their character (just send a Disenchanter/Rustmonster after a party and be prepared for the real life beatdown you will get). Other genres, you can at least get away with it. The PC breaks out and grabs the guard's gun/laser and they are off to the races. In fantasy, grabbing the guard's gear is a huge downgrade 99% of the time - "screw the plot, I gotta get my Hackmaster +12 back!"</p><p></p><p>For me as a player, surrender is not an option. I enjoy making different PCs so a TPK is no biggie to me. Its my PC's job to kick ass. Jail = Epic Fail. Death against impossible odds is much more memerable and enjoyable*.</p><p></p><p>* Although recently in a disfunctional PC group, my cleric (out of healing spells) fled and left the dead/dying n00bs to their fate. I am not sure why, but the other PCs kept running out of range of healing and refused to take cover from archers (this was 4e, so enemies do not provide cover vs. their own archers - they just stood there taking round after round of arrows when 5' step back would have given cover). It was rather satisfying to watch that batch die and start fresh.</p></blockquote><p></p>
[QUOTE="amerigoV, post: 5200250"] In my experience, few surrender if things go bad (I am not talking about "impossible situation plot device", but the "everything that could go wrong did go wrong" scenario). If they can escape, they will. But surrender is a rare thing. It happened once that I recall. The Dragon made them "donate" to his treasure horde. Boy, were they pissed and came back after him instead of holding to an agreement which would have gotten their stuff back eventually. In addition to the hero-thing others mention, most fantasy systems do not help make surrender a viable option. A key aspect of fantasy is cool magic items. Players tend to cherish them even more than their character (just send a Disenchanter/Rustmonster after a party and be prepared for the real life beatdown you will get). Other genres, you can at least get away with it. The PC breaks out and grabs the guard's gun/laser and they are off to the races. In fantasy, grabbing the guard's gear is a huge downgrade 99% of the time - "screw the plot, I gotta get my Hackmaster +12 back!" For me as a player, surrender is not an option. I enjoy making different PCs so a TPK is no biggie to me. Its my PC's job to kick ass. Jail = Epic Fail. Death against impossible odds is much more memerable and enjoyable*. * Although recently in a disfunctional PC group, my cleric (out of healing spells) fled and left the dead/dying n00bs to their fate. I am not sure why, but the other PCs kept running out of range of healing and refused to take cover from archers (this was 4e, so enemies do not provide cover vs. their own archers - they just stood there taking round after round of arrows when 5' step back would have given cover). It was rather satisfying to watch that batch die and start fresh. [/QUOTE]
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