Today's post on
Aborting Combat contains GM-centric advice for ending a conflict that seems too deadly for the PCs.
There's a lot of discussion about combat balance in GURPS, and it's true that balancing combat encounters can be challenging. This post approaches the problem of balance from the other direction: what if GMs knew how to abort a combat sequence without making it feel fake to the players? If GMs develop that skill, then balancing combat perfectly becomes less important because the GM has an escape hatch available for when combat becomes accidentally unbalanced.