This is a site for discussing roleplaying games. Have fun doing so, but there is one major rule: do not discuss political issues that aren't directly and uniquely related to the subject of the thread and about gaming. While this site is dedicated to free speech, the following will not be tolerated: devolving a thread into unrelated political discussion, sockpuppeting (using multiple and/or bogus accounts), disrupting topics without contributing to them, and posting images that could get someone fired in the workplace (an external link is OK, but clearly mark it as Not Safe For Work, or NSFW). If you receive a warning, please take it seriously and either move on to another topic or steer the discussion back to its original RPG-related theme.

Cheese it!

Started by RPGPundit, December 23, 2010, 10:19:57 AM

Previous topic - Next topic

pspahn

Quote from: Benoist;428196That'll depend heavily on the paradigm of the game being played, won't it?

Running away in AD&D and CoC is kind of a given, if you want to survive to fight another day. Not that it happens all the time, but if you constantly face threats head on in melee combat, sooner or later, your character is going to bite the bullet and die.

Not so in Amber, or Toon, or even Supers games, I would think.

So it depends on the campaign and game we're talking about, specifically.

Yes.

My group always looks at retreat as a viable option. Playing Labyrinth Lord now and it's just as common for them to run from a fight as it was in our long term Star Wars WEG campaign. Run, prepare better, and then return later.  They're not cowards and they love to mix it up, but they like to feel pretty confident going in that they have the upper hand.

Pete
Small Niche Games
Also check the WWII: Operation WhiteBox Community on Google+

Blackhand

In my current Dark Heresy game, probably about 80% of the time.

Which is the correct thing to do when smart mouthed pc's piss off a force that is clearly their superior.  So you have to make the getting away part the encounter, rather than the combat they are fleeing (which is usually against an with overwhelming power).

Then again, they are facing off against institutions rather than just some dragon or dude with a gang.
Blackhand 2.0 - New and improved version!

1of3

Depends on the game.

In D&D 3.5 we do it regularly. It became almost a strategy, because of the way that buffs work. Retreating therefore is a simple way to have the other side loose their advantage.

Tommy Brownell

Quote from: Benoist;428196That'll depend heavily on the paradigm of the game being played, won't it?

Running away in AD&D and CoC is kind of a given, if you want to survive to fight another day. Not that it happens all the time, but if you constantly face threats head on in melee combat, sooner or later, your character is going to bite the bullet and die.

Not so in Amber, or Toon, or even Supers games, I would think.

So it depends on the campaign and game we're talking about, specifically.

Running Necessary Evil (Savage Worlds Supers), I set them up in an ambush...tons of mooks, yeah, but those were no big. It was the unpowered Black Ops squad that had been watching them for the last several weeks.

By the time the PCs realized just how unprepared they were, and that they needed to bug out, they lost an NPC that had been with them since the start of the campaign (he had the Berserker Edge...which has the drawback of being unable to willingly disengage from combat).

Not that the Black Ops team was heavily stacked against them...I just had them using tactics designed to counter the tactics the PCs used in 95% of all fights.
The Most Unread Blog on the Internet.  Ever. - My RPG, Comic and Video Game reviews and articles.

Seanchai

Quote from: dindenver;428213But in D&D4e, I never saw a group retreat, because it was almost always tactically impossible (assuming the BBEGs would pursue).

That's usually the crux of the matter with D&D, isn't it? There aren't any chase rules and if you try something like Teleport, you've got to be able to get the entire party away (not just a single villain). And usually, the monsters have every reason to pursue the party (their food, oppose their plans, et al.).

Seanchai
"Thus tens of children were left holding the bag. And it was a bag bereft of both Hellscream and allowance money."

MySpace Profile
Facebook Profile

RPGPundit

Quote from: Reckall;428181My players went through the usual "We are 1st level so it is not a dragon but an illusion" delusional phase. Now they are good at avoiding conflict and at trying to evaluate the odds before engaging, but almost never run away once the conflict is engaged.

That's always funny.  If I'm feeling very generous in a situation like that I might have the dragon slaughter some convenient retainer.  But if the party consists of players who should know better, I just fry them.

The thing is, its almost justifiable in-game that they might think it an illusion.  They're all 1st level bumpkins, they've never seen a dragon in their lives, and they can't conceive of its terror.  So they tell themselves it MUST be an illusion.

RPGPundit
LION & DRAGON: Medieval-Authentic OSR Roleplaying is available now! You only THINK you\'ve played \'medieval fantasy\' until you play L&D.


My Blog:  http://therpgpundit.blogspot.com/
The most famous uruguayan gaming blog on the planet!

NEW!
Check out my short OSR supplements series; The RPGPundit Presents!


Dark Albion: The Rose War! The OSR fantasy setting of the history that inspired Shakespeare and Martin alike.
Also available in Variant Cover form!
Also, now with the CULTS OF CHAOS cult-generation sourcebook

ARROWS OF INDRA
Arrows of Indra: The Old-School Epic Indian RPG!
NOW AVAILABLE: AoI in print form

LORDS OF OLYMPUS
The new Diceless RPG of multiversal power, adventure and intrigue, now available.

IceBlinkLuck

Oh yeah, my players can be all about the strategic retreat. However if something or someone forces them to leave the field of battle you can bet they will be back to settle scores. I've seen this crew plot some pretty elaborate pay backs for NPCs or villains who have been too much to handle the first time around.
They can also be pretty devious about it. In one game I ran the players got burned by a high-ranking noble. His prestige and alliances made him pretty much untouchable, so the players bided their time and conducted an elaborate intelligence-gathering campaign against the guy. In the end they were able to place the noble in a position where he would either have to admit his dabbling in dark arts or reveal his treachery against one of his powerful allies. In the end the noble died at the hands of the ecclesiastical courts and the players never had to directly confront him. Though they did show up for his execution. One of the characters carried a flask with him and everyone toasted the soon to be dead noble's health from the stands.
"No one move a muscle as the dead come home." --Shriekback

David Johansen

Heh, something about Rolemaster just seems to encourage PCs to "choose their battles carefully."  Okay really it's everything, the time investment in character creation, the perceived lethality of the combat, the magic spell LEAVING...
Fantasy Adventure Comic, games, and more http://www.uncouthsavage.com

Spinachcat

My long-time players know I'm not kidding in combat.   Thus, they will bug out if they suspect its gonna get bad.   More importantly, they watch the combat carefully to see if escape is still an option.  

They learn that if fights are best when they choose the time, place and opposing force.  Winning against an ambush is dicey.

I like traps...especially the ones where the PCs put themselves deeper and deeper until its not about fighting to win, but fighting to escape.

Sigmund

Quote from: Seanchai;428336That's usually the crux of the matter with D&D, isn't it? There aren't any chase rules and if you try something like Teleport, you've got to be able to get the entire party away (not just a single villain). And usually, the monsters have every reason to pursue the party (their food, oppose their plans, et al.).

Seanchai

Escaping is how I remember us first using molotav cocktails... we'd hoof it into a passge then toss the bottle over the last guy's shoulder and block the passage with our poor man's wall of flame... worked pretty good too. Then we figured out we could use it offensively and it got a little KotDT until the DM pointed out the oil shortage we were going to create if we didn't chill a little :D
- Chris Sigmund

Old Loser

"I\'d rather be a killer than a victim."

Quote from: John Morrow;418271I role-play for the ride, not the destination.

Bedrockbrendan

Recently characters in my campaigns have been smarter about engaging lethal enemies. Seen lots of instances of sidestepping conflict or taking a more clever path to victory.

RPGPundit

Quote from: BedrockBrendan;428775Recently characters in my campaigns have been smarter about engaging lethal enemies. Seen lots of instances of sidestepping conflict or taking a more clever path to victory.

I should note that many of my players are actually quite smart at how they engage lethal enemies.  I don't mean to imply the contrary; only that they tend not to be very prone to running away.

RPGPundit
LION & DRAGON: Medieval-Authentic OSR Roleplaying is available now! You only THINK you\'ve played \'medieval fantasy\' until you play L&D.


My Blog:  http://therpgpundit.blogspot.com/
The most famous uruguayan gaming blog on the planet!

NEW!
Check out my short OSR supplements series; The RPGPundit Presents!


Dark Albion: The Rose War! The OSR fantasy setting of the history that inspired Shakespeare and Martin alike.
Also available in Variant Cover form!
Also, now with the CULTS OF CHAOS cult-generation sourcebook

ARROWS OF INDRA
Arrows of Indra: The Old-School Epic Indian RPG!
NOW AVAILABLE: AoI in print form

LORDS OF OLYMPUS
The new Diceless RPG of multiversal power, adventure and intrigue, now available.

PaladinCA

The groups I game with will decide to run from time to time, but it is usually too late to make any difference in the outcome. By the time the group flees, it is involved in a near TPK with little hope of survival.

Cole

Quote from: RPGPundit;428859I should note that many of my players are actually quite smart at how they engage lethal enemies.  I don't mean to imply the contrary; only that they tend not to be very prone to running away.

RPGPundit

Running away isn't always a wise choice; outright running away can easily be disastrous. Planning ahead and working it so that you choose your venue of engagement can make retreat less dangerous, but unless you have a good means of retreat, it can often mean being cut down by pursuers more easily than if you'd risked the fight.

On the NPC side, some enemies might fight to the death on the grounds that retreat seems likely to be deadly and it's more satisfying to go out fighting than to go out fleeing.
ABRAXAS - A D&D Blog

"There is nothing funny about a clown in the moonlight."
--Lon Chaney

Ulas Xegg

RPGPundit

I do agree that it takes more strategic thinking to organize a retreat than to just wade into your typical battle.  But it also depends on what you're fighting: many monsters are territorial, demons are bound to a certain space, etc. etc.

RPGPundit
LION & DRAGON: Medieval-Authentic OSR Roleplaying is available now! You only THINK you\'ve played \'medieval fantasy\' until you play L&D.


My Blog:  http://therpgpundit.blogspot.com/
The most famous uruguayan gaming blog on the planet!

NEW!
Check out my short OSR supplements series; The RPGPundit Presents!


Dark Albion: The Rose War! The OSR fantasy setting of the history that inspired Shakespeare and Martin alike.
Also available in Variant Cover form!
Also, now with the CULTS OF CHAOS cult-generation sourcebook

ARROWS OF INDRA
Arrows of Indra: The Old-School Epic Indian RPG!
NOW AVAILABLE: AoI in print form

LORDS OF OLYMPUS
The new Diceless RPG of multiversal power, adventure and intrigue, now available.