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General Tabletop Discussion
*TTRPGs General
The Player Psychology of Fleeing Villains
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<blockquote data-quote="Gryph" data-source="post: 5666381" data-attributes="member: 98071"><p>Not to speak for others, but playing out an enemy in what I feel is the "realistic" way for that enemy, regardless of player wishes, is not the same as having no regard for the players level of enjoyment.</p><p> </p><p>The choice of enemies, the situations they pursue, and the over all tone of the campaign are constantly informed by player preference. However, if players are catered to and never surprised and never frustrated or thwarted by their enemies, they will have trouble engaging with the campaign at an emotional level. I believe, resulting in an unsatisfying play experience. Conflict is the root of drama and I like dramatic games, so I like to have things happen that conflict with the players desires.</p><p> </p><p>And finally, I am not able to get much enjoyment as DM from simply trotting out a series of NPCs to be slaughtered and used as Pez dispensers to suck out XP and treasure. If I am not engaged in the story, which includes handing the players temporary setbacks, than I can guarantee the players will get bored and lose interest.</p><p> </p><p>It is my belief that always saying yes to the players only works if they are handed consequences that surprise them. As always, the internet will disagree with me. <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="Gryph, post: 5666381, member: 98071"] Not to speak for others, but playing out an enemy in what I feel is the "realistic" way for that enemy, regardless of player wishes, is not the same as having no regard for the players level of enjoyment. The choice of enemies, the situations they pursue, and the over all tone of the campaign are constantly informed by player preference. However, if players are catered to and never surprised and never frustrated or thwarted by their enemies, they will have trouble engaging with the campaign at an emotional level. I believe, resulting in an unsatisfying play experience. Conflict is the root of drama and I like dramatic games, so I like to have things happen that conflict with the players desires. And finally, I am not able to get much enjoyment as DM from simply trotting out a series of NPCs to be slaughtered and used as Pez dispensers to suck out XP and treasure. If I am not engaged in the story, which includes handing the players temporary setbacks, than I can guarantee the players will get bored and lose interest. It is my belief that always saying yes to the players only works if they are handed consequences that surprise them. As always, the internet will disagree with me. :) [/QUOTE]
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