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Worlds of Design: The Lost Art of Running Away
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<blockquote data-quote="Doug McCrae" data-source="post: 8065677" data-attributes="member: 21169"><p>The 3.5 DMG on status quo encounters (emphasis mine):</p><p></p><p style="margin-left: 20px">A status quo encounter forces the PCs to adapt to the encounter rather than the other way around. Bugbears live on Clover Hill, and if the PCs go there, they encounter bugbears, whether bugbears are an appropriate encounter for them or not. This kind of encounter gives the world a certain verisimilitude, and so it’s good to mix a few in with the other sorts of encounters.</p> <p style="margin-left: 20px"></p> <p style="margin-left: 20px">If you decide to use only status quo encounters, you should probably let your players know about this. Some of the encounters you place in your adventure setting will be an appropriate challenge for the PCs, but others might not be. For instance, you could decide where the dragon’s lair is long before the characters are experienced enough to survive a fight against the dragon. If players know that the setting includes status quo encounters that their characters might not be able to handle, they will be more likely to make the right decision if they come upon a tough encounter. That decision, of course, is to <strong>run away and fight again another day</strong> (when the party is better equipped to meet the challenge).</p></blockquote><p></p>
[QUOTE="Doug McCrae, post: 8065677, member: 21169"] The 3.5 DMG on status quo encounters (emphasis mine): [indent]A status quo encounter forces the PCs to adapt to the encounter rather than the other way around. Bugbears live on Clover Hill, and if the PCs go there, they encounter bugbears, whether bugbears are an appropriate encounter for them or not. This kind of encounter gives the world a certain verisimilitude, and so it’s good to mix a few in with the other sorts of encounters. If you decide to use only status quo encounters, you should probably let your players know about this. Some of the encounters you place in your adventure setting will be an appropriate challenge for the PCs, but others might not be. For instance, you could decide where the dragon’s lair is long before the characters are experienced enough to survive a fight against the dragon. If players know that the setting includes status quo encounters that their characters might not be able to handle, they will be more likely to make the right decision if they come upon a tough encounter. That decision, of course, is to [B]run away and fight again another day[/B] (when the party is better equipped to meet the challenge).[/indent] [/QUOTE]
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