Wednesday, September 19, 2012

Run Away!

my weekly group of players has shown a decided pattern of late wherein they choose to run way at the earliest signs of adversity. its becoming a real chore to have something interesting happen that they will not drop at some point and wander away from. the pcs are all rich not crazy world shaking rich but ive got a cart full of gold rich nonetheless. i suppose it is time to be hamfisted and have adventure smack them upside the head.

7 comments:

  1. Perhaps it's time for a sabre tooth rust monster that ravenously eats only gold pieces!

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  2. Ooh, how about one of those monsters that only pursue you when you look away from them? Hehe.

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  3. Perhaps drop a hint that one of them is not who they seem to be.

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  4. If there are any survivors among the original owners of the loot the PCs acquired, maybe they come hunting the PCs to get their stuff back. Maybe they bring a small army of their monster friends with them, too.

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  5. My group does the same thing - they charge in until they exhaust a few spells and take a couple of nicks and then run out and rest for a couple of days. I'm getting ready to have a bunch of their adversaries that they ran away from coordinate an attack on their base of operations. A bunch of goblins and orcs tunneling into the dungeons under your home base and stealing their loot back Should make them think twice about leaving the dungeon so quickly.

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  6. The first thing to do if you have players doing the '10-minute adventuring day' is to put time pressures on them. Both direct pressure, (the ritual is in five days), and inherent pressure, (if you spend two days resting, the people in the dungeon also get two days to rest, repair and reinforce[1] or to pack up and leave[2]).

    You don't have to do it every time, just often enough that the players have to consider it.


    [1] Where do the reinforcements come from? You can have hunting parties return, new recruits, the evil priest animating the corpses you left behind, whatever makes sense.

    [2] How long will they keep giving the monsters time when it often means that they end up without any treasure to show for it?

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  7. This isn't the "10 minute adventuring day" at play it's outright avoidance of adversity. Last session saw them trying to assault a fortified monastery by getting inside along with a mob of peasants tthey worked up into a frenzy. They hadn't counted on the centuries old monastery being protected by magic and intelligent defenders. It hadn't even crosssed their minds there would be informants among the peasants camped outside the monastery. As soon as it wasn't clearly a cakewalk they left the area aborting all previous plans. This happens over and over again.

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