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GavinRuneblade's avatar

I do use morale, but my players tend to chase and hunt down fleeing enemies. Even though this is becoming less effective as they get a reputation. Initially they saw that a fleeing enemy might come back with allies, might panic the others, etc. they don't care, they just kill.

They'll learn or they end up on hard mode.

Ryan Glover's avatar

Surviving monsters also help build conflict among your players. I like the idea of assigning personal objectives to characters based on their profile. That player gets more XP for accomplishing these objectives but the rest of the party doesn't benefit directly. The rest of the party also don't know these objectives (although they are intuitive enough to guess) so the player can tell them or not.

Example: A bandit survived a random encounter and offers a bribe. The Rouge wants to take the bribe and let him go, the Warrior want to take the bandit to jail and the Palidan is sworn to kill him. How do the players work it out? What deals do they make among each other to accomplish their own goals? Suddenly a dice roll there only to make travel seem mildly interesting has spiralled into a drama that I didn't even have to write.

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