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Try to give your players information on what they will be facing up front. Example: going in the sewers? They get rumors about carrying fire or backup weapons in case they find slimes. You can have the cohort or DMPC search for rumors to give them the idea.
Have them role play an encounter with another group of adventurers (friendly competition in the future maybe?) where they talk shop and compare notes, could be fun if the players go for it.
Have bad guys use the tactics you want them to learn; ranged weapons, using potions, etc. maybe have the DMPC buy the group options, since it's not something you think about until you use it (especially if you play a lot of computer RPGs, where consumables aren't necessary much of the time).