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<blockquote data-quote="haakon1" data-source="post: 4009244" data-attributes="member: 25619"><p>Hiding and waiting for the deer/ducks/sniper target to come where you think it will go is a tactic. A really, really ancient tactic, and easier than tracking and stalking.</p><p></p><p></p><p></p><p></p><p>The PC's need to make a trade-off decision: quick and dirty frontal assault, or wait and ambush? And if you wait, maybe they'll find you first, or it will be too late.</p><p></p><p>It doesn't need to be boring, if you gloss over the time spent: "OK, so you wait 3 hours, and . . . x happens."</p><p></p><p>Also, in a game line RECON, even the "boring" parts of war, like a patrol where you don't find the enemy, can be fun, as you can build tension pretty easily with exploration of potentially trapped or ambush prone areas. Knowing you can die at any second is one thing I like about Boot Hill and RECON games.</p><p></p><p></p><p></p><p></p><p>Who says it's one at a time or boring? Why assume I don't know how to run an interesting game?</p><p></p><p></p><p></p><p>Using scouts or hiding while resting you might spot them before they spot you.</p><p></p><p>And if the party chooses to disengage, the enemy may not choose to follow, depending on why wandering monster is there in the first place, their general motivation and morale, their estimate of the party's strength and the potential for being led into a trap, etc. I roleplay EVERYTHING in my campaign. Even giant space hamsters would need a reason for being where they are and a general attitude, which would drive their reaction to the PCs.</p><p></p><p></p><p></p><p></p><p>Heresy! <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="haakon1, post: 4009244, member: 25619"] Hiding and waiting for the deer/ducks/sniper target to come where you think it will go is a tactic. A really, really ancient tactic, and easier than tracking and stalking. The PC's need to make a trade-off decision: quick and dirty frontal assault, or wait and ambush? And if you wait, maybe they'll find you first, or it will be too late. It doesn't need to be boring, if you gloss over the time spent: "OK, so you wait 3 hours, and . . . x happens." Also, in a game line RECON, even the "boring" parts of war, like a patrol where you don't find the enemy, can be fun, as you can build tension pretty easily with exploration of potentially trapped or ambush prone areas. Knowing you can die at any second is one thing I like about Boot Hill and RECON games. Who says it's one at a time or boring? Why assume I don't know how to run an interesting game? Using scouts or hiding while resting you might spot them before they spot you. And if the party chooses to disengage, the enemy may not choose to follow, depending on why wandering monster is there in the first place, their general motivation and morale, their estimate of the party's strength and the potential for being led into a trap, etc. I roleplay EVERYTHING in my campaign. Even giant space hamsters would need a reason for being where they are and a general attitude, which would drive their reaction to the PCs. Heresy! :) [/QUOTE]
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