Gm Question: Is it okay to expect your characters to run?


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Hmm... this was actually while we were still in 3.5, and the GM in question is certainly an extremely nice and player-focused guy, but that doesn't mean he might not have made a mistake.

Liberty's Edge

In most such cases with my GM, we reminded him that the way the monsters and the combat rules are built, it is a much better tactical choice to fight rather than try to flee. Unless the GM exerts obvious GM fiat / deus ex machina.

The rules for AoO while moving and the withdraw action both make it far less dangerous to stand your ground and full attack rather than try to escape from the Large (or bigger) enemy who will also have a better speed than your party or even fly/teleport abilities.

Also, that the party is outclassed may be obvious to the GM but not to the players. The GM really should take extra precautions to make sure the players understand with no ambiguity that their PCs will not survive direct confrontation AND will survive fleeing from their enemy. In short, the GM must not hesitate to tell the players that he intends them to flee if they do not catch his drift.

After all, even Frodo (low level Rogue) had to be told to flee from a BALROG (very high level Demon).


My campaigns are very sandbox-y, so there are ample opportunities for the PCs to get in over their heads. But I usually make it clear in-game: e.g., "as you walk in, you see Sir Badass, the greatest hero of the realm -- the one who outfought all of you put together in training -- get hit by the dragon's breath; he is instantly charred to ash. You know at this point that you're almost as good as he is, but that with more experience you'll one day far exceed him. As you're thinking on this, the monster gobbles up the remains of Badass' bones, looks incuriously at Badass' fabulous sword as if it's not worth noticing, and settles in to groom its scales."

See, now they know that (1) the monster is currently too powerful for them to tackle head-on; (2) it won't always be; and (3) it uses fire as a breath weapon. Generally, the players take this kind of stuff and run with it; often they spend a lot of time rigging things in their favor (and maybe gain a level or two), so that eventually the villain -- too powerful to just charge -- ends up going down like a chump thanks to their planning.


Kirth Gersen wrote:

My campaigns are very sandbox-y, so there are ample opportunities for the PCs to get in over their heads. But I usually make it clear in-game: e.g., "as you walk in, you see Sir Badass, the greatest hero of the realm -- the one who outfought all of you put together in training -- get hit by the dragon's breath; he is instantly charred to ash. You know at this point that you're almost as good as he is, but that with more experience you'll one day far exceed him. As you're thinking on this, the monster gobbles up the remains of Badass' bones, looks incuriously at Badass' fabulous sword as if it's not worth noticing, and settles in to groom its scales."

See, now they know that (1) the monster is currently too powerful for them to tackle head-on; (2) it won't always be; and (3) it uses fire as a breath weapon. Generally, the players take this kind of stuff and run with it; often they spend a lot of time rigging things in their favor (and maybe gain a level or two), so that eventually the villain -- too powerful to just charge -- ends up going down like a chump thanks to their planning.

I guess my problem with that style is: Why are they there in the first place? Why do they want to fight the dragon? If it's just for loot and glory, then I'm not really interested in that style of game. If they're just wandering around looking for adventure, likewise.

If they've got a good reason to be after the dragon, then there's a dilemma. Can it wait while they get more powerful? Or do they need to risk the dangerous attack now, before it slaughters more innocents/kills the princess/completes its evil plan?

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Late to this, but:

Yes, it is okay.

But you sometimes need to make it clear to players: "it is okay to run. I am not going to scale every challenge perfectly to you. You will not lose treasure, XP, etc. if you run away."

The problem usually when players DON'T run away, it's because they're stuck in "I must win the fight to win the game" mentality. I am reluctant to bring up the comparison to video games and thus unintentionally encourage possible derailment (because I like video games and I play them and I do not in fact think they are the ruination of TTRPGs), but I think it is a video (or sometimes board) gamer-esque attitude--many simple action CRPGs and other games, the goal is you don't pass the fight/the level/get XP/treasure UNTIL you kill the bad guy. And there is no choice but to kill the bad guy in these scenarios--your choices are kill the bad guy or shut off the game. It's easy to forget in a TTRPG, where you've got a real human being adapting to your choices and trying to create interesting, organic challenges, rather than IF MONSTER=DEAD THEN PLOT POINT=TRIGGERED, that the goal of the game isn't always to just kill the bad guys.

Players fighting to the death is going to happen especially if XP and other rewards are only given out when they kill a monster. We humans are fairly simple creatures, and we respond all too well to reward systems. If killing the monsters equals reward, then we'll always try to kill the monster, because otherwise we get nothing out of it.

It's important to note the rules of Pathfinder is that you earn XP for many things, including "overcoming" an encounter. "Overcoming" does not have to mean killing something. It could also mean bypassing, trapping, sneaking around, running from, distracting, talking down, or engaging in a friendly knitting competition or whatever with something. Players need to be trained that success does not equal the monster is dead. Success equals the PCs are alive and learned something. If the players were clever to do whatever the heck they did to get around a challenge, they should get rewarded--whether with XP or whatever other carrots the particular GM offers.

And again, the GM should be clear "fighting is not the only way around this."

Now if the GM wants to run a monty haul, kill the critter hackfest where he does want everything attacked, he should be clear about that to.

TL;DR: Players and GMs communicating clearly fixes most game problems. And yes, it's okay to run.


Adamantine Dragon wrote:

I totally GM wrong man. Based on what I read on these boards, it's as if I never passed GM 101.

I'll throw encounters at my players that they better run from. My players could easily blunder into an area where they should stay away. Most such places have plenty of clues that the PCs would notice, and normally that's all it takes. But they could do it if they wanted to.

And I'll throw encounters that are way, way below their CR level as well. In fact my next encounter I have planned for my level 9 party is a swarming horde of CR 1/2 or 1/3 creatures that they'll probably dispose of without breaking a sweat.

I've learned that every now and then players seem to enjoy just seriously kicking butt on some monsters that used to give them fits. Makes them feel like they've grown.

Yes! Exactamundo!

Grand Lodge

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Pathfinder Adventure, Rulebook Subscriber
thejeff wrote:
I guess my problem with that style is: Why are they there in the first place? Why do they want to fight the dragon?

For whatever reason the party came up with.


TriOmegaZero wrote:
thejeff wrote:
I guess my problem with that style is: Why are they there in the first place? Why do they want to fight the dragon?
For whatever reason the party came up with.

So nothing happens in your games except what the party comes up with?

NPCs and monsters don't act on their own? There is never anything that's an actual threat that needs to be dealt with?
What was the dragon (or any other monster or potential enemy) doing before the PCs went there? If they're all just minding their own business, what's the point? Is there no conflict except what the party stirs up? Wouldn't that make them the bad guys?

Or does the party decide that a dragon has been attacking nearby towns and needs to be stopped?

Or am I completely misreading you? Which seems most likely to me.

Grand Lodge

Pathfinder Adventure, Rulebook Subscriber
thejeff wrote:
TriOmegaZero wrote:
thejeff wrote:
I guess my problem with that style is: Why are they there in the first place? Why do they want to fight the dragon?
For whatever reason the party came up with.
So nothing happens in your games except what the party comes up with?

False premise. The characters have to react to what the NPCs do, after all. So what they come up with is predicated on what the NPCs come up with.


TriOmegaZero wrote:
thejeff wrote:
I guess my problem with that style is: Why are they there in the first place? Why do they want to fight the dragon?
For whatever reason the party came up with.

Exactamundo. I don't railroad the players -- their PCs are free to "wander off the board" on their own, if that's what they collectively decide to do. I understand very clearly from your reply that you, personally, wouldn't likely accept any of the reasons the other players might come up with, but if they all outvote you on that, I'm not going to say, "Come on, guys! You know perfectly well that thejeff is always right and we all have to obey him in all things!" If you want your PC to hang back, that's your prerogative, but neither you nor I get to tell all the other players what THEIR PCs are going to do.


Let me try and explain, Jeff, although I sense it's a pointless endeavor.

Say I make it clear that some evil ninjas are terrorizing town. Say the players decide their PCs were treated poorly by the town, and they don't care if it gets terrorized, so they decide to go lie low in a nearby cave, and stay out of the whole thing. Now, maybe there were rumors of a dragon slumbering for decades in that cave, but they don't believe it, and go there anyway. I throw in a little set piece to illustrate that, yes, the monster actually is there and yes, it's currently more than a match for them. They might decide to gain more levels, come back later, and kill it and loot its hoard to pay off their neice's gambling debts or whatever. Or they might decide to leave, catch a boat to some other country, and start new lives there. Or whatever. What the PCs do is up to the players. I can point to a ready-made adventure (in this case, the ninjas), but it's up to them how they react.

Later on, if they return to town, they'll likely find it overrun by ninjas and ruled by their evil warlord, who has substantially advanced his plans in their absence -- so their actions or inactions affect the game world.


Kirth Gersen wrote:
...but neither you nor I get to tell all the other players what THEIR PCs are going to do.

I get that in theory--but I guess I have a problem with the player who refuses to play a character with any consistency. I know I'm going to get a "...dragons" response to this--but in real life people don't necessarily decide that a group of people who have saved your life, shared their food and worked with you daily for an extended period of time are to be sacrificed because the player is ticked off.

Moreover, most people don't engage in seriously suicidal actions like--i dunno--firing bullets into a stack of dynamite in the middle of a melee involving six other characters standing right around it--ending the campaign for everyone else involved.

Is it ever okay to say to a player--"Your character wouldn't do something like that?"

or do you simply play it out--ruin everyone else's good time and not invite the guy back?

I'm at a loss.


Rocketman1969 wrote:
a group of people who have saved your life, shared their food and worked with you daily for an extended period of time are to be sacrificed because the player is ticked off.

Who says they did any of that? Maybe the PCs wandered into town based on another decision they made previously. And maybe a series of failed diplomacy checks left them with a bad feeling about the locals.

Rocketman1969 wrote:
Is it ever okay to say to a player--"Your character wouldn't do something like that?"

No, what their PC "would do" is up to them. I'm a referee, not a novelist.

Rocketman1969 wrote:
or do you simply play it out--ruin everyone else's good time and not invite the guy back?

And what are the other PCs doing in the meantime? If they don't like what one of their fellows is doing, they are free to stop him. Or, if they LIKE what he's doing, then in what way is he "ruining everyone else's good time"?

Rocketman1969 wrote:
I'm at a loss.

Clearly so. Let me put it this way: I generally game with people who are mature enough to make group decisions based on what they want to do, without me having to demand that they do exactly as I tell them.


Kirth Gersen wrote:
TriOmegaZero wrote:
thejeff wrote:
I guess my problem with that style is: Why are they there in the first place? Why do they want to fight the dragon?
For whatever reason the party came up with.
Exactamundo. I don't railroad the players -- their PCs are free to "wander off the board" on their own, if that's what they collectively decide to do. I understand very clearly from your reply that you, personally, wouldn't likely accept any of the reasons the other players might come up with, but if they all outvote you on that, I'm not going to say, "Come on, guys! You know perfectly well that thejeff is always right and we all have to obey him in all things!" If you want your PC to hang back, that's your prerogative, but neither you nor I get to tell all the other players what THEIR PCs are going to do.

Not my point at all. And very insulting frankly.

What I'm saying is that my character's actions in the dragon scenario are going to be based on why he's there. If we just wandered into the dragon's lair or heard about a dragon and were after the legendary dragon hoard, I'll be a lot more likely to run than if there's something else at stake. I'd assume the same would be true of others.

I'm not trying to tell anyone what to do. I have no idea where you got that from.

From the description of the dragon/Badass scene, I felt like there was no tension whatsoever. We found the dragon, saw he was too tough, marked it down on the map and we'll come back to him later when we can take him easily. No consequences. He'll just wait in his lair until we're ready for him. -Pity about poor Badass though. Shame he had to die to warn us:)-

Maybe that's completely wrong. I don't think I understand the playstyle you describe.

In most of the better games I've run or played in, there are always reasons for what the party does. The hooks are usually GM designed, at least at the start, but the party chooses which to engage with and which to ignore and how to approach them. We rarely just find and kill monsters because they're monsters and might have loot. Very much not railroaded, though there's usually some overall threat that will need to be dealt with somehow, but there are lots of ways to figure out what it is and how to deal with it.

I don't understand "For whatever reason the party came up with." It makes no sense at all to me. The reason would be rooted in the game world. In what the dragon was doing. How does the party come up with that? It's normally the GM's role to create monsters/NPCs and decide what they're doing.


Kirth Gersen wrote:
Rocketman1969 wrote:
a group of people who have saved your life, shared their food and worked with you daily for an extended period of time are to be sacrificed because the player is ticked off.

Who says they did any of that? Maybe the PCs wandered into town based on another decision they made previously. And maybe a series of failed diplomacy checks left them with a bad feeling about the locals.

Rocketman1969 wrote:
Is it ever okay to say to a player--"Your character wouldn't do something like that?"

No, what their PC "would do" is up to them. I'm a referee, not a novelist.

Rocketman1969 wrote:
or do you simply play it out--ruin everyone else's good time and not invite the guy back?

And what are the other PCs doing in the meantime? If they don't like what one of their fellows is doing, they are free to stop him. Or, if they LIKE what he's doing, then in what way is he "ruining everyone else's good time"?

Rocketman1969 wrote:
I'm at a loss.
Clearly so. Let me put it this way: I generally game with people who are mature enough to make group decisions based on what they want to do, without me having to demand that they do exactly as I tell them.

Okay obviously you sensed some antagonism from me that wasn't intended. If so--no offense was meant by the previous post.

Alternately you may simply be antagonistic in nature in which case-if you can't be civil and not a condescending jerk--then quit posting in a thread that has to this point been quite civil. I'm hoping it was the former.

To be clear--I have actually had a player fire bullets into a stack of dynamite knowing that it would kill everyone else in the party. No one was close enough to stop him. He just got ticked at a ruling decision, supported by the rest of the party and made it happen.

I've been in campaign with another different player who shot an allied NPC in the back because he liked his gun while surrounded by the associates of the NPC--who had just finished helping the party--getting half the party killed even when warned it would happen.

So I'm actually asking---given those situations what is a GM is to do with that--by your rules I'd let it happen--close the campaign and go for pizza? I was seriously asking the question.

But if you want to stick to your guns dude go for it. I'm happy this circumstance has never happened to you. Anyone else who has played with a less mature or perfect crowd of people?


Rocketman1969 wrote:
I'm happy this circumstance has never happened to you. Anyone else who has played with a less mature or perfect crowd of people?

Ah, OK, I begin to see where you're coming from. I guess the unspoken rule at our table is "do what you want, as long as you're not just being a dick." And that's been good for us lately, largely because we take very great pains to screen out dick players and not invite them in the first place.

I can see that someone GMing in, say, a public venue -- a gaming shop or con game -- wouldn't be able to do that, and would sadly be forced to deal with a lot of problems that I, personally, wouldn't want to have to put up with.


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Kirth Gersen wrote:

Let me try and explain, Jeff, although I sense it's a pointless endeavor.

Say I make it clear that some evil ninjas are terrorizing town. Say the players decide their PCs were treated poorly by the town, and they don't care if it gets terrorized, so they decide to go lie low in a nearby cave, and stay out of the whole thing. Now, maybe there were rumors of a dragon slumbering for decades in that cave, but they don't believe it, and go there anyway. I throw in a little set piece to illustrate that, yes, the monster actually is there and yes, it's currently more than a match for them. They might decide to gain more levels, come back later, and kill it and loot its hoard to pay off their neice's gambling debts or whatever. Or they might decide to leave, catch a boat to some other country, and start new lives there. Or whatever. What the PCs do is up to the players. I can point to a ready-made adventure (in this case, the ninjas), but it's up to them how they react.

Later on, if they return to town, they'll likely find it overrun by ninjas and ruled by their evil warlord, who has substantially advanced his plans in their absence -- so their actions or inactions affect the game world.

Ok. Ninja'd my other reply, though I'll leave it there anyway.

This does make sense to me. I'd have no problem with that.

In this case, the dragon would be, as far as the PCs are concerned, essentially a random encounter. They didn't know about it or seek it out. They had no driving need to confront it. In that case, especially since it hadn't been causing any trouble, I probably wouldn't want to fight it even without the set piece warning. Unless my character was feeling greedy and had reason to think we could take it, based on size and knowledge about dragons.

It's only when there is some driving need to confront the situation that I have a problem with the "You should just have run" argument. To twist your ninja example. If your pcs had bonded with the town, made friends and maybe romantic entanglements there and then the ninjas show up and they're the ones who the PCs see kill Badass so easily. Now there's a problem, because the PCs have strong motivation to deal with a situation that they can't handle. If they run, they're abandoning friends even if they come back later. If they stay and fight they get killed. Maybe there's some clever way to defeat them, but they can't see it yet and that's not all that different from running and coming back later.

Not that I think you or most of the GMs pushing the "PCs need to run more" case deliberately set up situations like that. Almost every example I've seen has been a random encounter, easily avoidable with minimal consequence. Along with the occasional, "Don't try a frontal assault, use the back door."

Just something to keep in mind when you're talking about it. It's not always clear what kind of situation you have in mind.


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Kirth Gersen wrote:
Rocketman1969 wrote:
I'm happy this circumstance has never happened to you. Anyone else who has played with a less mature or perfect crowd of people?

Ah, OK, I begin to see where you're coming from. I guess the unspoken rule at our table is "do what you want, as long as you're not just being a dick." And that's been good for us lately, largely because we take very great pains to screen out dick players and not invite them in the first place.

I can see that someone GMing in, say, a public venue -- a gaming shop or con game -- wouldn't be able to do that, and would sadly be forced to deal with a lot of problems that I, personally, wouldn't want to have to put up with.

yeah--it's the not being a dick part that gives me fits. I've played with a lot of people over time--but I'm just now having to come to the conclusion that certain people can't play in certain campaigns. I have a really really good friend. He has no real desire to play --he does it but frequently becomes destructive--he wants to GM--that's his thing.

Another is so rule focused and acquisitive--he cannot factor in any role playing whatsoever.

A third is all about system abuse and justifying any action no matter how disruptive as acceptable to the point of arguing for an hour.

The first we let GM.

The second and third are no longer part of the group.


thejeff wrote:
It's only when there is some driving need to confront the situation that I have a problem with the "You should just have run" argument.

I'd largely agree with you on that, with the caveat that I often contrive scenarios in which a little bit of planning is worth a lot of PC blood.

Example: One time the PCs encountered a pair of fallen angels -- anti-solars -- that would have wiped the floor with them head-on. The PCs backed off, consulted a local LG temple for help, and were told "there are no fallen angels on the Prime Material Plane at this time." Another save vs. disbelief later, and they're soon mopping the floor with 20% real shadow/illusion anti-solars, which they dispatch easily.


DeathQuaker wrote:
The problem usually when players DON'T run away, it's because they're stuck in "I must win the fight to win the game" mentality.

As a GM, it's easy to blame the players.

But I'm usually a player, and my reluctance to run away is usually based on the premise that by the time we know we're in over our heads, it's too late for everyone to escape (e.g. the tough monster has already knocked some of our party unconscious or it has some of our party cornered). I find that GMs are very reluctant to come out and state "Your characters are sure they they're outmatched" -- they want the players to figure that out by themselves, for some reason. But the line between figuring out you're in over your head and having it be too late to run is much thinner than you might think.


That's a good point, Hogarth. Generally, if I'm going to add an adventure-relevant encounter that's too tough for them to tackle head-on, I make that abundantly clear, and I make sure there's a back-door solution.

Another example, ignore at will:

Spoiler:
In a recent game, the bad guy was a 14th level caster. The PCs were 8th level. They'd been interfering with his plans, but he hadn't gotten around to retaliating -- he assumed they were working for someone else, and was spending all his efforts advancing his plans and looking for their (nonexistent) master. I basically told them point-blank how powerful he was -- even had an NPC warn them, "But Yi-Juan is a sorcerer of the 14th rank, who commands mighty demons! How can you possibly defeat him?" As it went, they set him up nicely -- got proof of his ill-doing, waited for him to expend most of his spells on other stuff and then think he was done with his problems... and then they ambushed him in the middle of the sidewalk, as he was walking out of a public building. Caught off-guard, he was grappled by the monk and struck by repeated sneak attacks from the rogue until he died (there was much cheering as houstonderek kept rolling fistfuls of d6s!).

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hogarth wrote:
DeathQuaker wrote:
The problem usually when players DON'T run away, it's because they're stuck in "I must win the fight to win the game" mentality.

As a GM, it's easy to blame the players.

But I'm usually a player, and my reluctance to run away is usually based on the premise that by the time we know we're in over our heads, it's too late for everyone to escape (e.g. the tough monster has already knocked some of our party unconscious or it has some of our party cornered). I find that GMs are very reluctant to come out and state "Your characters are sure they they're outmatched" -- they want the players to figure that out by themselves, for some reason. But the line between figuring out you're in over your head and having it be too late to run is much thinner than you might think.

That's why I said

DeathQuaker wrote:


But you sometimes need to make it clear to players: "it is okay to run.

And then said,

DeathQuaker wrote:


And again, the GM should be clear "fighting is not the only way around this."

And then concluded,

DeathQuaker wrote:


TL;DR: Players and GMs communicating clearly fixes most game problems. And yes, it's okay to run.

So, glad to know we are on the same page.

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