On the Shoulders of Dwarves

Subtle Warnings That They Shouldn't Attack (episode 15)


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### Yehuda Halfon (2:00) How can you describe creatures in such a way, that the party understands they shouldn’t attack everyone all the time? Where’s the line between hinting, and putting out the neon sign? Venture Captain of the [Pathfinder Society](http://paizo.com/pathfinderSociety). Find them in Israel, [here](https://www.facebook.com/groups/PFSisrael/). ### Type of game (3:40 ) The type of game that we’re playing determines our outlook on danger in general. In a sandbox game - the players know there are unproportional encounters. In a plot-driven game there usually isn’t an element of fear for the lives of the PCs. [Apocalypse World](http://apocalypse-world.com/) [Monsterhearts](https://buriedwithoutceremony.com/monsterhearts) The game you’re playing comes with some assumptions, which will be shared by the people who play it. If you’re planning on deviating from these assumptions - talk with the other players. In D&D, combat is the expected way to solve most conflicts; if the GM wants to go in a different route she should use some priming tools to explain that non-combat solutions are to be expected. ### Mechanics matter (7:05) [Adventures in Middle Earth](http://cubicle7.co.uk/our-games/adventures-in-middle-earth/) [Tomb of Annihilation](http://dnd.wizards.com/products/tabletop-games/rpg-products/tomb-annihilation) ### Using mechanics (9:40) Prompt for a knowledge roll. Use this to provide the party with clues that makes it clear that the enemies are too dangerous. Knowledge that was gained using effort is more valuable than knowledge just told to you by the GM. You’ll take it more seriously. Article: [Character Choices Control the Clues](http://www.uptofourplayers.com/2017/05/character-choices-control-clues-weekly-podcast/) ### The power of names and the unexpected (14:15) Give the NPC a name - make them important, force the party to reconsider the default assumption of "attack!"". Someone who has a name can be talked with. They might be useful, maybe they have a place in the story. There’s something going on here, and that thing that doesn’t have to be combat. Whatever gives expereince points is the thing that the players will try to achieve; don’t give XP for defeating enemies. Make it clear that things aren’t always as they seem. Have a kobold with 15 levels of fighter - after this fight, they’ll know this world can have dangerous kobolds. [Willy Wonka's entrance](https://www.youtube.com/watch?v=sz9jc5blzRM). ### Repercussions (20:30) Make them think of the repercussions: Attacking the guards will have them unwanted in town. A fight that damages them in a way that isn't hit points - reputation, disease, make the wrong people angry. A quick way to make people more important: show that they’re connected to a bigger organisation. (You just need to have an organisation ready) They must be vulnerable to something, even if they’re already not afraid for their lives. [Outlander](https://en.wikipedia.org/wiki/Outlander_(TV_series)). ### Repeating signs of danger (23:25) Reuse them in descriptions. If the players fear devils, use devil-like details when describing other things you want them to avoid. ### What to do if the party did attack? (24:20) Defeat is worse than death. “Drain their levels, take their loot” - not as punishment, but as a deterent. In an after session discussion (ASD), ask them why they attacked, and try to understand their motivations. ### The Neon Sign (25:25) Don’t be afraid to use big flashing neon signs saying: “Do Not Attack!”. It's possible that you haven't synced the imagniery world! Death shouldn’t come as a surprise. Article: [Keeping it Unreal](http://www.uptofourplayers.com/2018/01/keeping-it-unreal/), about keeping the imaginary world synced. If this is a repeating issue, make it a prerequisite of an adventure. The evil necromancer is very crafty, whenever a fight st
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On the Shoulders of DwarvesBy The Dwarves

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