He Who Fights and Runs Away…

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He Who Fights and Runs Away…

And while we’re recommending posts from Dungeon’s Master… And Ameron… The article below is actually a bit older than not, but we just discovered it this week.  There’s been some pretty heady talk around our table over the last week or two about whether or not leaving a fight makes for interesting roleplaying.  The focus of many systems on the notion of ‘balance’ leaves many players with the idea that if a monster is introduced, they should be able to kill it, Dice Willing.  As several members of our crew found out on an ill-fated Cabin Trip years ago, such is not always the case.

As Kenny Rogers said, “you gotta know when to hold ‘em, and know when to fold ‘em.”  According to Ameron, gamers sometimes ignore the immortal words of the Gambler because of the players’ false sense of invulnerability, or the secret gamer guilt of ditching an encounter because you don’t think you can win.  However, he also points out that he’s seen two groups opt for a tactical withdrawal in the last month.  If he was hanging out with us, he could’ve made it three last week, as our DFRPG group made tracks away from a grisly gang of bowler-hatted blood drinkers down a foggy Whitechapel alley.  Cowardly?  Let’s just say we’re still alive, so maybe Ameron’s advice will actually pay off for you too.

“Retreat is Always an Option, or At Least It Should Be