Know when to walk away and know when to run

Well, I ran the second last session of Chapter 1 of the Tomb of Horrors and it was…interesting. But I am starting to wonder about my players.

They’re avoiding fights.

Yes, you heard me right, the players are avoiding encounters.

I was all set to run three encounters that night, the first one which I broke off from at the end of last session, and two more in a rather strange room that I will talk about later in my review. And for one of them I even had special minis for, which I bought just for that encounter and have had in my bag weeks in advance for this moment…which didn’t happen.

Don’t mind me, I’m just a frustrated Level 1 GM who’s bummed that her players didn’t do what she expected of them, which was fight the monsters, get the loot and the XP. Too much to ask?

Yes, I do realise it is too much to ask for some players to simply kill those monsters just because they happen to be nice, juicy chunks of XP sitting right in front of you. But to avoid two encounters? That seems a bit much.

Or maybe, as someone suggested, I am underestimating myself as a DM. My players are starting to fear me. Which is good, considering the whalloping in store for them next week.


~ by katanageldar on October 5, 2010.

2 Responses to “Know when to walk away and know when to run”

  1. I don’t know anything about this incarnation of The Tomb of Horrors but the fact it has the words “Tomb of Horrors” in the title should make any gamer with any sense of history want to run from everything therein.

  2. […] said in an earlier post, this is the part when I got more than a little upset. Probably due to the fact that I bought […]

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