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Victories and No Defeats in D&D
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<blockquote data-quote="Living Legend" data-source="post: 5844953" data-attributes="member: 6668383"><p>I hate pampering players, but I have always found that having players get captured sucks far worse. However, last weekend my players did not pick up on some obvious clues in our western campaign and walked right into a trap: they were captured by rival opium dealers and escape was pretty much their only option, since drug dealers of the rival variety are not generally forgiving.</p><p></p><p>I was totally expecting the session (or maybe campaign) to fall apart, but I simply told them "this isn't star wars, you could easily get yourselves killed here" and let them run with it. It turned out to be the highlight of the session. </p><p></p><p>They played it cautiously, burned through most of their resources, almost got caught, but managed to get their gear back AND kill one of the dealers (brothers), and take the other one hostage. They were totally in character, I never pulled a single punch, and the tension was awesome. When it was all done everyone loved it because it felt like they had really done something awesome. and the best part is the drug dealer they took hostage escaped and now isn't just some enemy in the distance, but a rival with history. </p><p></p><p>I vote that this kind of thing is presented as more of an option, and published adventures and books help give DM's ideas and methods to deal with such things. BUT, the stakes must be high, death must be possible, otherwise there is no tension and no sense of accomplishment.</p></blockquote><p></p>
[QUOTE="Living Legend, post: 5844953, member: 6668383"] I hate pampering players, but I have always found that having players get captured sucks far worse. However, last weekend my players did not pick up on some obvious clues in our western campaign and walked right into a trap: they were captured by rival opium dealers and escape was pretty much their only option, since drug dealers of the rival variety are not generally forgiving. I was totally expecting the session (or maybe campaign) to fall apart, but I simply told them "this isn't star wars, you could easily get yourselves killed here" and let them run with it. It turned out to be the highlight of the session. They played it cautiously, burned through most of their resources, almost got caught, but managed to get their gear back AND kill one of the dealers (brothers), and take the other one hostage. They were totally in character, I never pulled a single punch, and the tension was awesome. When it was all done everyone loved it because it felt like they had really done something awesome. and the best part is the drug dealer they took hostage escaped and now isn't just some enemy in the distance, but a rival with history. I vote that this kind of thing is presented as more of an option, and published adventures and books help give DM's ideas and methods to deal with such things. BUT, the stakes must be high, death must be possible, otherwise there is no tension and no sense of accomplishment. [/QUOTE]
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Victories and No Defeats in D&D
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