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Marcalla

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Posts posted by Marcalla

  1. You'll have to have a reason for them to run away. Monsters/adversaries are usually not enough to make a party run away. In most cases they are reasons for the party to stay and fight.

     

    Alarms blaring and a self destruct countdown with the only button to stop it 30+decks up in the control room on the other hand while being harried by defense batteries/automatons is a reason to run.

     

    I'm sure you have the reason they are running in your head, and through the flashbacks you can introduce why they are running away, but consider if you were a player in the situation, what would make you run over staying and fighting or figuring out things. That it seems is the key in this situation.

     

    Also consider what your players would run away from instead of fighting. And if one of your players is so stubborn as to want to stay in the situation then let em. start pulling out the character gen material and laying it in front of him... That should be motivation one way or another. lol

     

    Ohh, and I'm all for reducing some resources. with the caveat that the party should get some payback for the loss later.

     

    In Numenera this would be a simple GM intrusion that would award each player in the party a XP point or perhaps 2-3 if its a major intrusion (IE down from full hp to say 20% with limited ammo from full and limited healing from full)  To let you know in Numenera 4 xp is enough to get you 1 upgrade from a list and you need 4 upgrades to go up a tier (level).

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