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The Problem with Talking About D&D
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<blockquote data-quote="DND_Reborn" data-source="post: 8593325" data-attributes="member: 6987520"><p>The narrative is the monster deciding to return to face the PCs again (the re-occurring villain--which it can't do if it is dead).</p><p></p><p>The pacing is entirely meta, but that isn't fudging either, that is you controlling the pace of the game to keep the players interested is part of the game. But, if you chose to have the monster leave because it was turning into a TPK which you didn't want, but the monster really has no reason to leave, that is fudging to me.</p><p></p><p></p><p>Well, look at what you are doing. If you lower the hp so the PCs kill the monster, that is very different from playing the monster and having it (reasonably) decide to retreat/leave. Not the same thing. If the monster is winning and has no reason to leave, why should it other than you choosing to make the encounter "easier". Why make it easier? If it is too hard the PCs can always leave, surrender, etc.</p></blockquote><p></p>
[QUOTE="DND_Reborn, post: 8593325, member: 6987520"] The narrative is the monster deciding to return to face the PCs again (the re-occurring villain--which it can't do if it is dead). The pacing is entirely meta, but that isn't fudging either, that is you controlling the pace of the game to keep the players interested is part of the game. But, if you chose to have the monster leave because it was turning into a TPK which you didn't want, but the monster really has no reason to leave, that is fudging to me. Well, look at what you are doing. If you lower the hp so the PCs kill the monster, that is very different from playing the monster and having it (reasonably) decide to retreat/leave. Not the same thing. If the monster is winning and has no reason to leave, why should it other than you choosing to make the encounter "easier". Why make it easier? If it is too hard the PCs can always leave, surrender, etc. [/QUOTE]
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