I have now run two sessions of Torchbearer, running the Dread Crypt of Skogenby with two different groups. Both really enjoyed the session, but both times I ran into what I am calling “Conflict Cascade” at the end, because coming up with fancy names for things is fun. It sort of looks like this:
I will try to avoid adventure-specific spoilers.
Players encounter a powerful enemy, possibly one who has a few friends along.
Players try one solution, leading to a conflict type, let’s say “convince.” They players lose to the powerful enemy, and get a condition, let’s say afraid, and the enemy is now physically hostile.
Players respond to physical hostility by trying to Drive Off the enemy. Weakened by fear against an already powerful enemy, They lose this conflict. Things get worse.
Players now attempt to Flee, but they lose this conflict …
It goes on. We get a series of failed conflicts, one leading to another, as the party gets weaker and weaker, but it’s never a decisive “kill” conflict either. They know they are outmatched. The repetitive conflicts just get boring after a while, too. It feels sort of silly starting a new conflict every few minutes when they lose the last one.
This is probably just a case of me not making the fiction of losing a conflict decisive enough, but I am wondering where the proper line is. I’m not allowed to kill the players with a non-kill conflict, and pitting them into a situation where they must choose kill in order to escape is sort of the same thing as just deciding to kill them. For instance, they fail a flee conflict and end up cornered / trapped.
When the players encounter a nasty monster and lose an initial conflict, what’s the GM move to keep them from entering this kind of pattern?
Thanks!