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2

It sounds like your players are inexperienced with sandboxing. Instead of letting them march to their deaths, divert them. A terrible rain comes up, and a nearby river goes out of its banks. The Evil General moves his camp a half-mile to higher ground. "Well, if you can start your plan, but first you'll have to wade 200' through mud up to your hips while ...


1

Remember, you are playing a game - you may be trying to make it "realistic", but that doesn't mean it has to be completely true to life! So, there's a simple solution to your problem: Let the players die. Then resurrect them. Maybe they make it to the banks of the styx, where they are met by [god of the dead] who offers to bring them back to life if they ...


0

Ok, I have a short answer with what I would do, based on my experience as a DM. I would have the general throw a lot of force at the weakest part of the plan, capturing/killing that one PC. I would have him use enough force that the other PCs can't be pursued too hard without sacrificing the defense of the general. This way you send the message to the ...


25

there was a spy present at the meeting where the plan was hatched and discussed If you want to warn the players off their plan in a plausible way, the existence of this spy offers some options to do that. Have the spy change allegiance and come to the players with a warning, for a price. "Get me/my family/and a sack of jewels out of the war zone and ...


12

Some of my rules of running a sandbox: It is better to spoil surprises than to appear unfair. Do you best to ensure you have given them all the information they should have. When things do go wrong, provide opportunities for retreat. While you know more than the players, you also know more than the NPCs. The NPCs aren’t perfect, and their countermeasures ...


5

When the players come up with a bad plan, I would look at their character sheets, and see if the bad plan is in character or not. I'd start by looking for relevant special talents. Any character who is supposedly a talented spy or tactician would detect any clear problems, and have a chance (I'd roll) to detect less obvious problems. I'd pass a note (or ...


5

Capture them alive, rather than killing them. The assassination fails, but the target has a reason to want to keep the PCs around. They wake up in prison. Of course, the daily logistics of prison life does not make for a very fun RPG, so you need to offer the PCs some opportunities to get out. The simplest option is to just have their captor use them in a ...


5

You don't need to change the world, you just need to change the outcome. Depending on your players just letting them all die might be a valuable lesson. For many groups though that would not go down well, so a better approach is to give them advance warning that their plan is flawed through in-game agency. In fact you have the perfect case here. There was ...


8

Whose plan is this, really? Do the characters have a plan that will get them killed? Or do your players have a plan that will get their characters killed? There's a subtle difference, and your response should hinge on which of the two it is. The players made a terrible plan Players only have fairly limited information about the world and are often not as ...


56

Let them fail - miserably! But don't kill them... A lot of good stories start out like this: You have a bunch of over confident wanna-be heroes who want to kill the evil general with a stupid plan. So of course it is doomed to fail, they will never kill them and they will surely get caught. But why should they all be killed? The evil general probably has ...


27

Let's simplify this scenario to what it amounts to: there's a button, and the players want to push it, and they're not sure what will happen, but you alone know that if they push it they die. Right now, you only see the option that they die. It is inescapable that character death tends to suck. You could explain they had no way of finding out — that ...


9

While life is a sandbox you can still inject direction What you're looking for here is a lifeline for your players so they don't all get themselves brutally murdered. What you also know the players need is more information about their enemy, in the great tradition of unknown unknowns what the players don't know is the most dangerous thing about a sandbox, ...


83

What you are trying to create in a sand box is player agency. My definition of this is: Players making informed decisions that have reasonable consequences It is important to remember that there is an inherent information imbalance in RPG: you have it, they don't. It is your job as DM to give them information that is relevant, reasonable and ...


-2

First off: ahahaha, my party lost a guy to those wolves too. We also lost another player in the same session, who was quickly replaced by the character's younger sister, who had . I mention this because though you acknowledge ways to fluff your character back to life, you may not have considered other ways to "fluff in" replacement characters. :) The ...


1

I actually don't see where the GM is trying to kill you. In your game world the GM is basically a God. If he really wants you dead, you'd be dead by now. Killing a player as the GM is incredibly easy. Since no one died so far, I am guessing your GM doesn't want to see you dead. I recently started two campaigns, both filled with completely new players. At ...


-2

The best way to teach a DM what kind of game you like is to run the kind of game you like. Become a DM, even if only a few months for a one shot adventure. Let the DM be a player. This will reduce the work load on your primary DM, and give you insight into what kind of play he likes. Also, nothing give a player a greater sense of respect for the job ...


0

Talk to them, point out that you're not really having fun with the game and say why. Either the GM will accommodate you by adding lighter moments into the campaign (or at least not being so heavy with the near-death struggles), or they won't. As a GM, I've had to tone games down for some players from time to time (such as after I revealed to one player that ...


0

Assuming the DM really is actively out to get you (I think other answers address why that's not a forgone conclusion)... maybe they've got something in mind? If they just kill the character and then, bam, they're dead, here's a new blank character sheet, get working; then ok I can understand the frustration. But in a sense you're part way through a story; ...


7

The DM doesn't sound like he's trying to kill you. It sounds like he's demonstrating what happens when rookie players do not-so-smart things. Why did a weak member go off ahead on their own? Why did nobody try to stop the person? That sounds like the players trying to kill themselves, not the other way around. At no point is it reasonable for a DM to ...


0

Are the two odd players out just playing with an unnecessary amount of apprehension? Are they playing in character and the way the game of heroic adventure was designed to be played? If not, encourage them to join the fray. If they're playing "well", then you may need to find a part of the game rules that rewards any good playing that the more cautious ...



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