The second thing is don’t have everything fight to the death. In old-school D&D, morale mechanics help diffuse fights by making it possible for them to end early. You don’t have to add morale to PF2, but if the PCs kill an important combatant or just do particularly good, have monsters pull back or even surrender. If you just roll things into the next fight, that can be bad, so don’t do that. Think of the implications of that, and have the creatures in the dungeon react organically. However, keep in mind also that consequences need not be immediate (e.g., “Think offscreen too”).

Both of these may be what @!DWolf means by narrative difficulty control, but I figured they were worth calling out explicitly.

ncG1vNJzZmivp6x7prrWqKmlnF6kv6h706GpnpmUqHy1sculZKadXZavsMHTZquhnV2Wr7C5yKeYraGfo3q3rdSlq6xmZmyFdn%2BUaA%3D%3D