As the title says this is sort of a series of questions all based around a core theme.
I’m running through the Three Squires adventure with three characters (all played by one player, and I’ve adjusted the enemy quantities down by about 1/3) and it’s going well so far but I’m a little concerned about how it will play out. So far the party has –
[li]Defeated the rats in a Drive Off conflict, which I decided would send them deep into the dungeon to possibly come up as a twist.
[/li][li]Defeated the kobold guard room (four kobolds) in a Drive Off conflict, which pushed them into the next room and alerted that group (8) of kobolds.
[/li][li]Used Celestial Music to try and split up the large group of kobolds by putting an enticing noise down the next tunnel. I split them into three groups and rolled nature vs ob2. Two groups failed and one passed, so four remained behind.
[/li][li]Engaged in a Kill conflict with the kobolds left behind and won while losing only 3/7 disposition, so the minor compromise was an injury to the lead character (who, fictionally, took a kobold bomb to the chest).
Then they healed Jeorn but with the Celestial Music expiring soon they’ll soon have to face the remaining eight kobolds that return from their sortie. So here are my questions:
[li]Am I interpreting the effects of a Drive Off conflict correctly? Fictionally it makes sense that the rats would disappear into the caves while the kobold guards would get absorbed into the larger group of kobolds, but I’m worried that this makes Drive Off conflicts a real risky proposition in dungeons. But the alternative is…
[/li][li]Kill conflicts are dangerous! It’s not too hard for a group of kobolds to drop a party’s disposition down by half, which inflicts a mid-level compromise, which should probably kill one member of the party especially if that party member is already injured. Am I interpreting that correctly?
[/li][li]Should I be encouraging more alternative conflict types? Kobolds are weak to Convince and Trick, but if no one speaks kobold Convince and Trick both seem out.
[/li][li]Alternately, should these be conflicts at all? My feeling is that if the group encountered 1-2 kobolds I would probably just make it an obstacle of some type, but 4+ seems like it has to be a conflict, unless the situation vastly favors the party.
[/li][li]When a character is Injured and engages in a physical challenge you’re supposed to warn the player that failure could result in Death. Does that hold true for Conflicts? Should I warn them that just engaging in the conflict type could result in Death, even if they win?
Thanks! I love this game and in addition to the one-player campaign I’m running I’m planning to start another with one of my regular groups. I just want to make sure I’m working at the right level of meanness + suggesting alternate paths.