headquarters |
10-28-2008 05:08 AM |
heros
more often than not I too find that in a game the players are the ones that make the desiscions that lead to PC fatalities.Stupid moves or facing overwhelming odds etc .
As you say -running away is what they think of last -and then its often too late .
I never make a "danger" that they cant get out of though -like a FAC team with a laser designator guiding prescison munitions down on them from 15000 feet without them knowing anything before it goes booom! Like in real life ,where artillery or air strikes occur that you cant defend against .
I find that the most rewarding thing is to present them with a choice -and then see what they gamble on .Of cours ethe choice needs to be a difficult one .."advance ,take th eposition and get the loot " or "run away and have your reputation in tatters"..hehe
The balance is difficult -but all important -I agree.
lastly I find that the players will tell you later that whenever they are struggeling to survive or the going is though will give a far better session for everybody than the ones where the riches pour in and the enemies are not that dangerous.
In other words - give them a position/status that they realize is valuable and than threathen it severly by for instance an advancing enemy force .If you want it more intense -hunt them like dogs ..
Also -if they are on the "last barricade" /back against the wall thats when team work and genuine joy for winning the fight is easiest to achieve .
Uncertainty and the percieved dangerous foe are the GMs best tools..
(imho - h meaning humble of course )
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