Talking to my players, we found that retreat doesn’t happen nearly often enough. Now the reasons are varied, but one thing we all sort of agreed on is that new players often don’t realize that it’s even an option.

Thus, this little video. Let me know what you think!

  • 8InchRichard@lemmy.blahaj.zone
    link
    fedilink
    English
    arrow-up
    8
    ·
    1 year ago

    Often dm’s accidently teach players that they don’t need to/shouldn’t run away. Every time you do the whole “nobody has ever made it out of those caves alive” or a fearful NPC shouts “we need to run away!” and the players push through and succeed anyway you’re kinda teaching players that fighting through it is the solution to impossible problems.

    If you want players to think running away is an option, you should teach them. Make escaping feel like a win for the players. Consider setting up scenarios where they need to steal something from an ancient dragon’s hoard and get out with it alive. Or after the players have gotten whatever they need from a dungeon and they’re low heath have a huge strong enemy appear near a passage that the enemy is much too big to fit through.

    • a_random_fox@discuss.tchncs.de
      link
      fedilink
      English
      arrow-up
      3
      ·
      1 year ago

      Another thing that contributes to that accidental teaching not to run away is that many powerful creatures are too fast to run away from. When going through the most threatening enemies i had faced in Pathfinder, all of them were faster than my character, even though it had a feat that increased speed. The narrow passage is one good solution for those cases, though it might feel contrived if used too often.

    • Imperor@lemmy.worldOP
      link
      fedilink
      English
      arrow-up
      1
      ·
      1 year ago

      Should I maybe make a sister video to this one outlining how DMs can make retreat a clearer and less demotivating option?