robertsconley
Hero
An observation on this: in many campaigns, regardless of play style, the issue isn’t whether the players win, but how they win.Winning all the time? That’s boring!
Eventually, players become skilled enough to handle all but the most dangerous threats. But even then, challenges remain. The nature of the complications shifts, leading to new kinds of adventures. They’re no longer scrambling to survive—they’re navigating consequences.
A classic example is the powerful warrior who becomes a ruler. In combat, they’re unmatched—able to defeat nearly any opponent and turn the tide of battle. But as a ruler, they face problems that can’t be solved with a sword: politics, diplomacy, resource management, and moral dilemmas. As one of my players once put it, “Somehow I’m able to kill anything that moves, yet I still have complications.”
The fundamental question players must eventually confront is: Now that I have all this power, what do I do with it? If that question isn’t asked, boredom, just as you mentioned, is almost inevitable.
This same principle applies when characters are not as skilled and prone to failure, like not picking a lock. Some are interested in not only working out the implications of success, but also the implications of failure. They like to figure out what to do when the character fails to pick the lock.