D&D 5E When it all goes wrong

Reynard

Legend
Supporter
It wasn't fun for me, I guess is the issue. Grinding my players into paste wasn't the intent, and I always worry that I'll start hemorrhaging players if things become too grueling. I wanted the session to feature other things besides combat, combat, combat- there are interesting places to see and explore in the caverns, and even if negotiations broke down, interacting with the duergar chieftain could have led to some fun roleplay.

Sure, there should be consequences for being too reckless, but without really thinking about it, I gave my party no option for retreat, because that's what I felt the Duergar would do. Players tend to not think about retreating until it's too late to begin with- here, I knew they wanted out of the dungeon, but instead I made it harder for them.

That's the kind of thing that might reinforce the notion that retreat is impossible, because it's already very difficult in a lot of scenarios.
How did the trapped in a cave in come about?
 

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overgeeked

B/X Known World
It wasn't fun for me, I guess is the issue. Grinding my players into paste wasn't the intent, and I always worry that I'll start hemorrhaging players if things become too grueling. I wanted the session to feature other things besides combat, combat, combat- there are interesting places to see and explore in the caverns, and even if negotiations broke down, interacting with the duergar chieftain could have led to some fun roleplay.

Sure, there should be consequences for being too reckless, but without really thinking about it, I gave my party no option for retreat, because that's what I felt the Duergar would do. Players tend to not think about retreating until it's too late to begin with- here, I knew they wanted out of the dungeon, but instead I made it harder for them.

That's the kind of thing that might reinforce the notion that retreat is impossible, because it's already very difficult in a lot of scenarios.
Exactly. That's what counts, for me. Here's the situation and here's the logical consequences of that. If your game became 100% combat all the time, I could see a cause for concern. But one session? Don't worry about it. Unless your players only think with their weapons, it shouldn't be a problem. This one just happened to be combat heavy.
Yeah, and I think I miss that, lol. 5e is pretty far down the list of the game I want to be running, but it's what everyone agreed on, so here I am.
Of all the things you've posted in the thread, this one is the biggest problem. If you're not enjoying running the game, or you're running a system you don't like, it's going to be incredibly hard to keep the game going.
 

James Gasik

We don't talk about Pun-Pun
Exactly. That's what counts, for me. Here's the situation and here's the logical consequences of that. If your game became 100% combat all the time, I could see a cause for concern. But one session? Don't worry about it. Unless your players only think with their weapons, it shouldn't be a problem. This one just happened to be combat heavy.

Of all the things you've posted in the thread, this one is the biggest problem. If you're not enjoying running the game, or you're running a system you don't like, it's going to be incredibly hard to keep the game going.
For the most part, I can manage, I mean, I can play 5e and have fun- it's D&D even if it's not my favorite version. Mostly it annoys me when little things come up like non-rules that I have to make rulings on when I'd rather devote my time to just running the game, weird corner cases, or strange limitations- without getting into specifics, there are times when I feel a player should be able to accomplish something with one of their various features, but the rules say "na, bro" without any real explanation as to why, lol.

And every time this comes up, my house rules page gets bigger and bigger, lol.
 

Lanefan

Victoria Rules
I'm going to preface this with the fact that, while there are probably things I can do to prevent these kinds of scenarios, and that certainly I may have made some bad DM choices, I'm not really asking for criticism or advice (though you can certainly provide either at your leisure!). Nor am I asking for sympathy, though I'm sure many of us has been here. I've had a few sessions not go the way I wanted them to lately, and I feel the need to share the experience with anyone who cares about such things.

-

So I just got back into DMing after several years of just being a player. I tried not to be too ambitious- I took some old adventures I own and updated them for the modern version of D&D and did my best to bring my A game to the table. But things haven't been going quite as smoothly as I'd like- maybe I'm rusty, maybe my group isn't synching with my playstyle (or vice versa). Anyways...

Two weeks ago, my players encountered Duergar in a small dungeon. After a Medium and a Hard encounter back to back, they were trapped by a cave-in. I told them they only had enough air to take a short rest before they would have to unbury themselves, but they came up with an ingenious idea and so were able to take a long rest.

I considered the design of the Duergar sector. It had been set up with roving patrols (random encounter) and there were several more major encounters ahead. But now that the Duergar had the party trapped I realized there was going to be a super encounter that would surely kill them.

This is my first problem- the classic dungeon design is to go encounter by encounter, but it's all too easy to put the entire place on alert, resulting in a massive deadly encounter that is very likely going to be a TPK. I tried to warn the players about this, but, well, I'll continue.

So they extricate themselves from the cave-in, fully rested, having recruited three NPC prisoners to join their cause to find that the Duergar had sealed off the immediate escape route to funnel them towards what I hoped would be a hard encounter with either a short rest before the next one, or a chance to negotiate with the leader to avoid it entirely.

That's not what happened. The party had a rough time with the CR 1 Duergar I'd put in their path, supported by a caster. During the fight, one player thought it would be a great idea to run past the checkpoint, where they blundered right into the second encounter. Seeing a lone, wounded PC, the leader decided to press the advantage and so the second encounter started with some stragglers from the first and the party on the back foot.

They won, but it was a very close thing, and the whole production took up most of the game session (4.5 hours). Everyone was exhausted afterwards (IRL and in game) and while they earned a ton of xp for their troubles, I've been second guessing myself the whole time since. Should I have just let them retreat rather than force these fights? Did I give the Duergar too much of an advantage to prepare for the party? Should I have used weaker tactics or not put the spellcaster in the first encounter? Should I have held back even when the lone PC ran past the chokepoint?

Was the second encounter too brutal? Should I have not used one of the monsters the adventure provided (an Umber Hulk, which proved to be way more deadly than I expected). Is there a problem with the encounter design? Was the encounter builder lying to me about the fight difficulty? Did the inclusion of NPC allies just make the proceedings take longer?
From what I see here I'd say you did just fine.

The players (in-character, I assume) were warned of the risk of putting the whole place on alert. Fine. Now they're fair game; if they then do put the whole place on alert, kill away if that's where the dice lead. Even then, you say the party won (as you don't note any PC deaths I assume there weren't any) which means IMO if anything you might not have been nasty enough, given the situation they'd run themselves into. :)

Though in fairness, you don't say what caused the cave-in that trapped them in the first place. If they themselves caused it then they authored their own demise. If the enemy caused it then in theory the module should have had a "what if" note to advise you-as-DM what to do in this event.
Should I blame the PC's for not coming up with a better plan (I'd told them they'd need one last session)? When one player ran late, should I have weakened the encounter? I have the power to adjust things "off-camera" as it were, if the players don't know how many foes lie ahead, I can always swap things around. Whether or not a DM should has always been a hot debate- whether to treat the game as a game or a world that doesn't adjust itself to the players- I try to use a combination of both approaches, and even if the PC's know exactly what lies ahead, Orc #6 could always be sick that day, desert, go to the bathroom, or slip off to hook up with his lady friend, right?
To the bolded: 100% no. The player might not be there at the table but the character is still present in the fiction, and it's on the other players to play it or on you to run it as an NPC (I far prefer the former).
I don't think there is an answer here- no matter how carefully you plan, things can go wrong- you're rolling dice, and in the heat of the moment, both the DM and the players can make wrong decisions. Maybe I should take pride in the fact that the players did succeed, and the game can proceed- certainly, a TPK would have been the worst possible outcome!

But at the same time, when I only have 5 hours every two weeks, a session like this doesn't feel like it's really advancing the adventure either.
Sounds to me like you had a rockin' good session, adventure advancement be damned. :)
 

Lanefan

Victoria Rules
I guess that's fair, though they did have the information gleaned by fighting the Duergar previously. Upon reflection, I was really hoping for more teamwork- each turn, each player kind of does their own thing, with the only exception being the Cleric and the Druid who will stop to heal party members once they've fallen down, lol.
Probably best to assume they'll rarely if ever work as a team and then be surprised-impressed when they do. :)
Even though they could do things to support the group, sometimes they make these odd decisions, like the Druid casting flaming sphere in a tunnel and refusing to stop concentrating on it even after it did damage to an ally because they had nowhere to go to avoid it, or a similar scenario when someone used darkness.

You know, the little things the players do like not remembering how their abilities or spells work or forgetting "oh yeah, that monster resists poison damage" when casting a poison spell.

I suppose putting them in a dangerous scenario and hoping that would make them strategize better was very wishful thinking.
Or maybe (some of) the players you have - or the particular characters they're playing at the moment - aren't that keen on group strategizing and instead prefer more of an every-man-for-himself way of operating. I can get behind this.
 

James Gasik

We don't talk about Pun-Pun
Given that we only get to game 2x a month and sessions run from noon to 5-ish (we game on Sundays and some people have to work in the AM), I have a good reason to be concerned about adventure advancement, I think.

The cave-in was done by the Duergar using mining explosives they have access to (and now the party has, woo) and it was my decision to have them wall the party in a smaller cave. I probably shouldn't have blocked off their escape route in this way.

Someone asked about the air thing- one of the players asked if they could refresh the air by using magic that conjured wind effects and such. I couldn't see any reason why not (I remember in the old 2e Spelljammer you could refresh fouled atmospheres this way) and the Cleric pointed out he had fog cloud prepared.

I could have been "well, blah blah, conjured fog is only temporary" but I felt it was a good use for a spell that really should be used more often than it is (in games I have played).
 

mamba

Legend
They won, but it was a very close thing, and the whole production took up most of the game session (4.5 hours). Everyone was exhausted afterwards (IRL and in game) and while they earned a ton of xp for their troubles, I've been second guessing myself the whole time since. Should I have just let them retreat rather than force these fights? Did I give the Duergar too much of an advantage to prepare for the party? Should I have used weaker tactics or not put the spellcaster in the first encounter? Should I have held back even when the lone PC ran past the chokepoint?
I would not beat myself up over this too much, I'd be more interested in the players' reactions. Did they like it, if not, what not.

Things do not always go according to plan, I am not convinced they always should. What matters more is that everyone enjoyed their time. If you are worried that a fight taking up a whole session means the plot progresses too little, you can always speed things up behind the scenes in the next sessions and take some encounters off the table or make them easier
 

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