this post was submitted on 03 Jun 2025
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It's kinda a game flaw. Combat is usually encouraged by most modules, and fleeing is typically a bad option mechanically. So what else do players do?
The only solution is to make running the painfully obvious choice
Some games ask the players to define the stakes and goals when a conflict starts. This can help keep players on track.
Like, the players are on a journey through the mountains, and as they pass through a tunnel they encounter a giant spider. The default mode is "fight the spider to the death!". But if you ask the players again "what is your goal here?" they might remember it's "get through the mountains", not "kill everything we meet." Now they might focus on how to get past it safely.
If the DM rewards players for advancing their goals instead of just murder, that can also encourage non-murder behavior.