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<blockquote data-quote="shilsen" data-source="post: 2096857" data-attributes="member: 198"><p>Morrus came up with all the questions I was about to ask. Someone on ENWorld posted an analogy recently which i think has a lot of truth to it, namely that DMing is often like playing a game with a bunch of children. You want to let them win, but you don't want to make it obvious that you're doing it and you want to keep it challenging enough for it to be enjoyable. </p><p></p><p>The reason that my players fight something they can beat is because I chose to create such enemies. The reason the 10th lvl enemy who'll give them a good fight isn't 8th lvl (which might make the fight too easy and boring) and isn't 12th lvl (which might be a TPK) is because I chose to make him 10th lvl. I strive to make my games internally consistent and coherent, but within that consistency I could wipe out the PC parties in every situation. In fact, it usually takes more effort to create situations which will be challenging but will not wipe them out. Creating something where they have no chance would take next to no effort. </p><p></p><p>Remember, the DM is not just a referee (sorry, Diaglo). He's a referee who created the entire playing field and can change it without you realizing it, who created the opposing team, who created whatever equipment and resources you'll have, who ... well, you get the idea. Sure, players can use their resources and ingenuity to pull off things the DM didn't think of, and personally I think it's incredibly fun when they do that. But if it comes to being adversarial it's like a boxing match between Mike Tyson and Woody Allen, with the caveat that Tyson gets to decide all the rules of the fight and can have access to any weapon he wants.</p></blockquote><p></p>
[QUOTE="shilsen, post: 2096857, member: 198"] Morrus came up with all the questions I was about to ask. Someone on ENWorld posted an analogy recently which i think has a lot of truth to it, namely that DMing is often like playing a game with a bunch of children. You want to let them win, but you don't want to make it obvious that you're doing it and you want to keep it challenging enough for it to be enjoyable. The reason that my players fight something they can beat is because I chose to create such enemies. The reason the 10th lvl enemy who'll give them a good fight isn't 8th lvl (which might make the fight too easy and boring) and isn't 12th lvl (which might be a TPK) is because I chose to make him 10th lvl. I strive to make my games internally consistent and coherent, but within that consistency I could wipe out the PC parties in every situation. In fact, it usually takes more effort to create situations which will be challenging but will not wipe them out. Creating something where they have no chance would take next to no effort. Remember, the DM is not just a referee (sorry, Diaglo). He's a referee who created the entire playing field and can change it without you realizing it, who created the opposing team, who created whatever equipment and resources you'll have, who ... well, you get the idea. Sure, players can use their resources and ingenuity to pull off things the DM didn't think of, and personally I think it's incredibly fun when they do that. But if it comes to being adversarial it's like a boxing match between Mike Tyson and Woody Allen, with the caveat that Tyson gets to decide all the rules of the fight and can have access to any weapon he wants. [/QUOTE]
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