redrick
First Post
OK. Let's have some fun.
7th level party decided to spend a number of sessions in a designated "level 1" part of the dungeon: Great. Group A of 7th level characters explores Weak-A** Kolbold lLand. I have noo problem with it. They (practically) wasted their play session fighting kobolds, while the rival groups B and C, who play on different days of the week, gain more experience faster and continue to take all the good treasure before Group A is able to find it.
Would you make adjustments to keep things entertaining? Nope. And It's a non-issue. Me players prefer to take on higher level threats and claim the better treasure so group B and C can't get it to first. That isn't saying can't be good treasure on a low level dungeon or absolutely no treasure in a higher level dungeon, just that higher level dungeons have better treasure because no one's cleared them out yet decades ago.
One of the beauties of an RPG is that it's not a computer game. You don't have to pre-design every room, every creature, every encounter. Actually, I do. To keep any semblance of fairness when DMing for multiple PC adventuring groups in the same world, that world must react the same way no matter which groups enters in a given adventure site, whether they are at 2nd or 19th level.
Does the DM adjust encounters on the fly to maintain an optimal challenge? I say no. Moreover, it's a non-issue. Because I run multiple rival groups in the same world, the primary challenge is not against the monsters, but to stay ahead of the other groups in terms of level, power, and repute (or infamy).
Is the key always in the third place the players look? No.
Or does the DM allow the PCs to struggle, get frustrated and run into unfair encounters? Yes
And if they aren't [having fun]? They can join a different game. Mine isn't meant to satisfy everyone's taste. I've just been lucky to find 19 like-minded players who enjoy the same things I do.
All reasonable answers! To be clear, this conversation is partially in response to [MENTION=6775031]Saelorn[/MENTION]'s assertion that meta-gaming is antithetical to role-playing and that we should remove all meta-gaming from our RPGs. Some, including me, suggested that the DM, at the very least, would be metagaming to keep things interesting for a table full of players who are "just playing my character, man."
The game you are describing doesn't sound like an example of a game without meta-gaming. It sounds like an example of an in-elastic gameworld. Which is fine! I lean in the direction of an in-elastic gameworld as well. I'm more likely to allow the players to wipe on an unfair encounter because that's the encounter I was planning to run than I am to soften an encounter on the fly, because "things aren't looking too good for our heroes." More to the point, I hate it when I get the sense that the DM is tweaking the difficulty of an encounter on the fly, in either direction. This reminds me of games in elementary school gym class where the teacher would make sure that the score was always neck and neck until 5 minutes before the end.
But it also sounds like your players are making plenty of meta-game considerations in terms of knowing that maximizing risk will maximize reward, not to mention knowing that there is a rival group of players at another table. Which again, is fine! That's not a criticism of the game you are playing. You are making sure that you can be an impartial referee for three different groups running through the same world. It's just a criticism of the suggestion, upthread, that meta-gaming is antithetical to roleplaying games.
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