Lurker wrote:Also, to me to be fun the game world is a two way street. I can have grand ideas, but if the players are not going down that path, shoe horning them will annoy (at best) the fire out of them, but also if what they want is way outside my idea of a fun game I'll get annoyed. So, throughout the game the players need to let the DM know what they would like to accomplish, and the DM let them know what he is aiming for.
This. So much this.
Fun should always be first on you're list and making it fun means knowing what your players want. Though, sometimes; if you know your group, you shouldn't be afraid to introduce outward things (Things that do not affect the character internally.) like sensible "monsters" I mentioned before. Sometimes a group does not know that they wanted "X" added to their game until it is introduced. If they don't like it, it is easy to drop.
I should've noted that if you are going with the more realistic approach of having "monsters' act more sensibly, characters should get the same amount of XP if they drive away a foe,
in battle, as they would killing it. This can also add a different dimension to your game. The characters can choose to pursue the "monster" in question, adding a chase scene, let the "monster" go leaving the possibility that they could meet again that could create other problems for the character or simply finishing it off. If you are a kind CK you could give XP for killing that same "monster" and give no XP if it gets away again. Or, if you are a mean CK you could say you get no XP because they already tangled with that "monster" and killing it is just an extension of their first encounter. I'm more of the first kind because I'm not stingy with awarding XP. If they kill the kobold during the chase scene it is apart of the first scenario and they don't get XP. The situation has to change before awarding that extra XP. Because the group decides to chase down the kodold it is still apart of the same scene. If the kobold reaches his mates, the scene has changed and the characters can now get the extra XP for killing the look-out kobold.
If you got into a minor skirmish with the kobold that was a look-out and do damage before he escapes, I'd play it that though he got away, if the group chooses to go after the kobold surprise or confusion is still in play. But, the CK can say that during the ensuing battle any more strikes, to the look-out are added to the koblod from the HP got from the first encounter. Or, the CK can just ignore those HP and give the look-out kobold full hit dice that he would normally get, ignoring the damage from the first encounter. I like using the reducing hp option for a realistic approach to the encounter. Unless there was sufficient time in between the first encounter and the second encounter where the "monster' can recuperate.
If you come across a lone kobold that is posted as a look-out, if he spots you and runs away to inform his Chief that you are coming, you do not get XP for that. If you ambush and kill that look-out you do. Both actions have consequences for the group. If he gets away and alerts the Chief you are coming, it gives them time to assemble and set up defensive positions. If you kill him you could possibly surprise the kolbods or at the very least create confusion among the kolbods because they had no time to organize.
"Paranoia is just another word for ignorance." - Hunter S. Thompson