Exactly - which is why I'm preferring the Rappan Athuk/Tsar style to the APs. If the PCs run away, it's OK - there's plenty more to do. If you run away in an AP, well, the GM might have a ton more work to do to bring the game back to the AP.
Now that's not to say the APs aren't great products - they are - but the ironic nature of them is that if you're a new GM running it for new (or less skilled) players, you may have a lot more work to do than if you're running it for awesome players who know how to handle tougher challenges.
Exactly, last game the party ran into 2 Gugs that killed 3 of 9 of their number because they got down to a level that was too deep for them. This week they will explore easier pickings and half will rescue one of their number before heading off to The Slumbering Tsar. FGG just released the first of the subscription of new levels which will fit the bill nicely. It has one big boss enounter but it will be the choice of the party whether to fight it or not by design. Of course it has 30,000 GP worth of treasure at its feet!
I have a mixed bag of new players and some more experienced ones, but even they seem to have forgotten how to deal with hard enounters. They are learning how to run though! Only 10 dead so far since August<WEG>!
