What system/games have the enemies feel very threatening and pushes you to use alternative ways to deal with them even running?
What system/games have the enemies feel very threatening and pushes you to use alternative ways to deal with them even...
Call of Cthulhu is the obvious one.
But generally any system with high lethality will do. When dying is as easy as killing you will think twice before initiating combat.
Came here to post this.
I don't get the obsession with "running away is the most sensible option" in RPGs.
Yes, it probably is, if it were you or me in that situation. It also makes for shitty narratives.
>We were tasked by the king to save the princess, but have you seen how many orcs were there? Fuck'em!
And the story becomes about some other fictional (and thus irrelevant) people who actually have some balls to do things. I don't think being out-balled by NPCs is a great achievement.
Now, Cthulhu I can get behind, you don't have many chances against cosmic horrors and that's kinda the point (discounting motorboats to the face). But that should be the lead-up to the endgame, running away every time is not going to result in great stories.
I kinda want this because it makes doing gutsy things 100% times better, normally the systems we play threat combat in a "balanced" way , it is cool to know you aren't fighting something balanced to you and you need to think quickly on what to do
Check out DCC and other OSR games
CoC, Unknown Armies, PDF related.
>any system with high lethality will do
Exactly this. The more lethal the system, the more threatened the players will feel with combat.
>What system/games have the enemies feel very threatening
I ran a session recently where I led up to the encounter with a distant howling getting closer as the players had to decide whether to abandon treasure and the search for more or not.
The players kept talking amonst themselves built up the scary distant howling in the barren wasteland to be truly horrific monsters.
All from a howl.
Rather than disappoint them, I had to frantically look up stats and turned my low-level easy-start wolf encounter into a run-for-your-life encounter with half a dozen radioactive mutant cannibalistic lycanthropes.
They still had a decent chance if they had stood and fought, but they ran sensibly.
My point being that the fear, the threatening nature of the enemies, or the players hiding, spying, and ultimately running away was entirely independent of the system.
Although others make a good point that if lethality isn't on the table, any risk seems mild unless they players are already invested in the success of the encounter.
Even systems with "balanced" combat you can just... unbalance it. Add 3 times as many orcs or something.
Very few systems stop you from doing this (and the ones that do are pulpy "one man vs an army" sort of systems anyway).
Yeah you can do that but if the system doesnt support it the game can slow down a lot