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YAAT Good is just passe?
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<blockquote data-quote="rounser" data-source="post: 217995" data-attributes="member: 1106"><p>You don't, but there's an entire thread devoted to it elsewhere on these boards. <img src="data:image/gif;base64,R0lGODlhAQABAIAAAAAAAP///yH5BAEAAAAALAAAAAABAAEAAAIBRAA7" class="smilie smilie--sprite smilie--sprite8" alt=":D" title="Big grin :D" loading="lazy" data-shortname=":D" /></p><p></p><p>Metagaming is what it's called. DMs metagame when they make encounters using the CR/EL system based on party level. Both players and DMs often metagame when they try to differentiate between adventure hooks and rumours or red herrings. Likewise, if you're running a story arc of some sort (as DMs on this board often do), or presenting status quo encounters, I think it's healthy for the campaign if you hint through NPCs that the 20th level kobolds in the cave over there have killed dozens of legendary, dragonslaying league adventurers....then let the PCs work out that they probably won't be able to handle the caves at 1st level. Or you could take your approach, and let them enter in hopes of a cakewalk and all die. <img src="data:image/gif;base64,R0lGODlhAQABAIAAAAAAAP///yH5BAEAAAAALAAAAAABAAEAAAIBRAA7" class="smilie smilie--sprite smilie--sprite2" alt=";)" title="Wink ;)" loading="lazy" data-shortname=";)" /></p><p></p><p>Likewise, if the PCs meet the archvillain early, and he is of a level far beyond what they can handle at the time, you <em>could</em> conciously choose to either kill the PCs upfront...or you could metagame and have the villain toy with them instead, for story and campaign continuity reasons. Killing the PCs through no fault of their own and not because of the dice is still possible (and in some occasions warranted), but for the most part it's undesirable for reasons of playing fair as a DM, earning player trust, and keeping the campaign on the rails - and you can usually keep it plausible enough to pass verisimilitude inspection. Either that, or you can go your route and introduce deus ex machinas to save them, but not everyone digs that...</p><p></p><p>I take it that you don't think when setting up encounters, then? Usually setting up an encounter carries an implicit assumption of how PCs will interact with it (they'll probably end up fighting the otyugh and talking with the shopkeeper, rather than vice versa, for instance, and DM common sense often says that you may set up the encounter to accomodate those expectations).</p><p></p><p>Nowhere, but I was commenting on your sentiments that if you run a campaign that allows for heroism, you'll often get it with the addendum that if you do so, don't flip-flop in style and expectations between heroism and practicality and expect the PCs to always react in the way you want them to - in your case, acting as heroes - that's the expectation you seem to be pushing.</p><p></p><p>Such as, "my death will achieve nothing in helping the innocents, and if I run, I'll live another day to do greater good"? Discretion is, as they say, the better part of valour...</p></blockquote><p></p>
[QUOTE="rounser, post: 217995, member: 1106"] You don't, but there's an entire thread devoted to it elsewhere on these boards. :D Metagaming is what it's called. DMs metagame when they make encounters using the CR/EL system based on party level. Both players and DMs often metagame when they try to differentiate between adventure hooks and rumours or red herrings. Likewise, if you're running a story arc of some sort (as DMs on this board often do), or presenting status quo encounters, I think it's healthy for the campaign if you hint through NPCs that the 20th level kobolds in the cave over there have killed dozens of legendary, dragonslaying league adventurers....then let the PCs work out that they probably won't be able to handle the caves at 1st level. Or you could take your approach, and let them enter in hopes of a cakewalk and all die. ;) Likewise, if the PCs meet the archvillain early, and he is of a level far beyond what they can handle at the time, you [i]could[/i] conciously choose to either kill the PCs upfront...or you could metagame and have the villain toy with them instead, for story and campaign continuity reasons. Killing the PCs through no fault of their own and not because of the dice is still possible (and in some occasions warranted), but for the most part it's undesirable for reasons of playing fair as a DM, earning player trust, and keeping the campaign on the rails - and you can usually keep it plausible enough to pass verisimilitude inspection. Either that, or you can go your route and introduce deus ex machinas to save them, but not everyone digs that... I take it that you don't think when setting up encounters, then? Usually setting up an encounter carries an implicit assumption of how PCs will interact with it (they'll probably end up fighting the otyugh and talking with the shopkeeper, rather than vice versa, for instance, and DM common sense often says that you may set up the encounter to accomodate those expectations). Nowhere, but I was commenting on your sentiments that if you run a campaign that allows for heroism, you'll often get it with the addendum that if you do so, don't flip-flop in style and expectations between heroism and practicality and expect the PCs to always react in the way you want them to - in your case, acting as heroes - that's the expectation you seem to be pushing. Such as, "my death will achieve nothing in helping the innocents, and if I run, I'll live another day to do greater good"? Discretion is, as they say, the better part of valour... [/QUOTE]
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