Vaalingrade
Legend
Because they don't actually know they're there and logic would dictate they wouldn't be.Why wouldn't they come in and wipe the PCs out?
Because they don't actually know they're there and logic would dictate they wouldn't be.Why wouldn't they come in and wipe the PCs out?
Well, they wouldn't necessarily know they are right there. But they would know they're in the vicinity, not in their best shape, and potentially vulnerable to a counter attack. That's worth a group going to investigate if nothing else.Because they don't actually know they're there and logic would dictate they wouldn't be.
...I'm not seeing the problem.Some people claim to be able to compartmentalize to such a degree that they can make choices without influence by the metagame information the GM has at this point. But the GM knows, at this point, if they are signing the PC's death warrants. The players will know the GM knows, as well.
Again, don't see the problem. Well, unless the GM is in the habit of coddling the Players so they don't loose and get their feelings hurt or ego bruised. The DM isn't being a "jerk" by doing what a DM should do...be a neutral arbiter, as you put it. The only time I see this happen (or, rather, read/hear about it) is when the Players are expecting to win all the time or "usually, if it's not an important 'thing' in the game" (re: not if it's a random encounter, or a fight they picked with an obviously...or supposedly...weaker foe, etc).So, while you can hold up, "I was just a neutral arbiter" as a shield, if the GM goes for the TPK here, everyone at the table will know the GM knowingly chose that path.
"But that's what my character would do!" IS a valid excuse for the player... "being a jerk", as you put it. It's just that I don't think a Player is being a jerk if he has his PC do something that messes up another Players Character... IF IT MAKES SENSE AND EVERYONE AGREES! Meaning, if the PC is known for absolutely destroying any thief/brigand due to an intense hatred of thievery...and another PC "accidently" steals from the party...well...sorry to Mr.Lightfingers there, but them's the breaks. But, if the Player suddenly just decides "I kill him. I don't like thieves", and, up until that point, that PC has never hinted at any particular hatred of thieves...that's when we have a problem. Everyone at the table will know that the Player is being a jerk for attacking another PC for "stealing a 50gp gem from the party" for who knows what reason."But that's what my character would do!" is not an excuse for a player being a jerk at the table. Nor is it an excuse for the GM.
While I understand the philosophy inherent in your question, and generally agree with it in theory, in practice that is not what GMs do by and large. We present situations, locations, personalities and so on, and let the PCs loose on them. But it is hardly a hands off action. We created all that stuff in the first place. Also, there is no "naturally behave." All that is is the GM making decisions and justifying those decisions. The reality is still the GM choosing to do things, using their own preferences, the players' actions and the dice to inform those decisions. It is a good practice but I don't think we should fool ourselves into believing there was ever some natural or right decision waiting to be discovered like a sculpture in a block of marble.Hiya!
Serious question: Why are you deciding this?
Honestly, that's not your job. That's up to the Players. You simply present the world, play the inhabitants as you think they would "naturally behave", and let the Players do their own thing.
Live? Imprisoned? Dead? That's not up to you. You're just the DM.
(and it should be obvious how I would handle it; let the chips fall where they may...)
^_^
Paul L. Ming
I think we are just misunderstanding each other a bit.While I understand the philosophy inherent in your question, and generally agree with it in theory, in practice that is not what GMs do by and large. We present situations, locations, personalities and so on, and let the PCs loose on them. But it is hardly a hands off action. We created all that stuff in the first place. Also, there is no "naturally behave." All that is is the GM making decisions and justifying those decisions. The reality is still the GM choosing to do things, using their own preferences, the players' actions and the dice to inform those decisions. It is a good practice but I don't think we should fool ourselves into believing there was ever some natural or right decision waiting to be discovered like a sculpture in a block of marble.
I get that. My point was that you, as a DM, from MY perspective and experience, should put more emphasis on "what would be the most logical for the campaign world and situation", and less on "what would be the most fun for this group of players". But this is definitely going to be a "Group Style" thing, for sure!My original question -- TPK or imprison -- is really one about approach. There is no rule or requirement that either would be the "right" answer for the question "what would the duergar do next?" That question, and the idea that there even is a "right" answer for it, is just cover for the real question: what do I, as GM, think would be the most fun for this group of players, given the tangled mass of everything that has happened up to this decision point. It is the same question we ask ourselves, as GMs, every moment in the game.
Or, at least, I ask myself. I suppose it is possible there are real world GMs that always only care about verisimilitude, but I doubt it. If a GM doesn't recognize that there are other people across the table from them, I don't think they would be very fun to play under.
I am deeply confused here.I get that. My point was that you, as a DM, from MY perspective and experience, should put more emphasis on "what would be the most logical for the campaign world and situation", and less on "what would be the most fun for this group of players". But this is definitely going to be a "Group Style" thing, for sure!
Yeah, I think this is probably the best choice for myself. I will have a scouting party come through to give the barbarian the opportunity to gloat, then let the PCs decide whether they want to stand and fight, retreat or even plunge headlong into the BBEG lair. They are down on long rest resources but they have enough hit points that most of them should be able to survive an initial wave/scouting party, giving them a real meaningful choice. And, if things go sideways, it's TPK time...If it was me... I'd just do the "three waves of enemies" method. Send the duergar "scouting party" through the circle first... the weaker-but-sneakier group of duergar that were expecting to arrive and then scout the area for the party without being seen... only to discover the PCs are right there at the circle. Have this even happen before the group has fully bedded down, so the party is still in armor and such. This fight should be quick and easier for the group because these weren't the big guns.
Should most of the PCs survive this encounter, they can identify this group as merely scouts they've killed, and at that point can make another choice whether or not to still stay and sleep here (now having more concrete info that if the scout party does not return to the BBEG, the BBEG knows there's a real problem and will send an even greater force shortly) or that they should take the barbarian's advice finally and leave the area. At that point, if they sleep here at the circle anyway, then the larger military force arrives as they are out of armor and resting-- and kicks the crap out of the party and probably TPKs them. Too bad, so sad, you had two chances to make a better decision.
But if the group does leave the area to take a long rest... the military force arrives, sees their scouting party dead, knows something is up, and successfully reclaims the outpost and sets it up expecting an assault. When the fully-rested party comes back, the outpost is now fully armed and on high alert ready for them. Then if the PCs succeed in taking out the military force at the outpost as well, they then can make the decision to use the circle to go to the BBEG's lair and take BBEG on as the conclusion. And at that point, whatever happens, happens.
That's what I'd do.

(Dungeons & Dragons)
Rulebook featuring "high magic" options, including a host of new spells.