Managing expectations is one of the major responsibilities for a
Dungeon Master. An area where this is incredibly important is
when dealing with combat. Player need to know what they are getting
into. To make things more difficult, things often change. The high
risk combat situation from last session's dungeon delve changes into
light risk combat and mostly role-play this session. Handling this
change is an art, and in hopes of helping others as well as myself,
I'll explore my thoughts on this subject.
Setting the Basis
When a game starts, there are some big overarching things that need
to be set. A big one is the deadliness to expect. And again, I'm not talking about if the players have a chance for their characters to
die. Some groups don't like running. They want the encounters
balanced so that they have a good chance of vanquishing their
enemies. Others are fine when a victory in an encounter means getting
away alive. However, if they know from the get go that they may need
to run, that idea sticks. They won't always run, but they'll know
it's a valuable tool in their arsenal. If you instead build the idea
that they can win any encounter with proper planning, they may stay
and fight even when it doesn't make sense. Adult dragon at level 5?
Well, our Dungeon Master wouldn't use something we can't kill. The
towns folk telling us that we aren't strong enough is just to build
tension.
You can also do this with words from the very beginning during your
session 0. It's the safest way. More experienced players will know
roughly what it means to face a wight or vampire spawn
at level 1, however existing players won't necessarily know they
should run.
Re-Establishing the Situation
I find it's a good idea to have a couple of hints from the beginning
for players to know what to expect. There are many techniques that
can be used for this. If we are talking about a dungeon, the general
expectation is that it will get harder the deeper they go in. If the
first room is a tough encounter, the players will be weary. Bodies are
also a good signal of things to come. If there is a fresh body torn
in half, bonus points if it's someone they met earlier so they
roughly know their strength, it tells players to be on their guards.
Footprints, movement reports from scouts in the area, patrols being
decimated, and other battle scenes also help set up player
expectations of what they are wading into. It's also a great
opportunity to help develop the story as well. If the party they
previously helped is found in a zombie state, they'll be concerned
and also start thinking of the possible reasons. Necromancer? Wight?
Be Weary Of Tweaking Creatures
Some vampires are stronger than others. It makes sense that some individuals
will be exceptions to the rule. However, we also need to be careful
when making alternate versions of a creature to put against our
players. The first encounter with a creature will set their
expectations for the ones that follow. Again, this is especially true
for new players but also to a degree for ones that are experienced.
Even if the Monster Manual gives a general range, that doesn't
mean vampires in your world will work the same way. Vampires might be
beastly in appearance instead of humanoid. Or this one might have access to items. Or have a permanent injury inflicted by the arch mage the players met. In these cases it's a good
idea to mention that the creature is an exception, preferably in
world. Have one of their wizard contacts mention how it must have
been a weak variant, or they'd have been torn to shreds. Or how they
got lucky and managed to find the vampire while it was resting during
the day. Some rule systems have multiple variants of the same creature so players know what to expect, or at least should be aware of this practice out of the gate.
Resources
There is a tug and pull between wanting to continue for the
day and resting to regain limited resources. If there is no pressure,
the answer is simple. However, having some knowledge about what's
going on goes a long way in allowing players to make decisions. If
things are quiet, you can expect more use of utility spells and being
right on the heels of the criminal. If they are fighting a vampire
spawn who knows they are present and they are lower level,
they'll probably be more cautious. Of course, they can retreat if
they run into a vampire spawn while out of resources. If they
missed the clues, it may be their only choice. The act of making the
decision can often be a source of the fun, as can piecing together
the clues.You also want to have some pressure so the players don't rest every 10 minutes of play. Maybe that vampire spawn will get away if they don't chase it now.
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