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<blockquote data-quote="Caliburn101" data-source="post: 6907414" data-attributes="member: 6802178"><p>You can do both!</p><p></p><p>In terms of worldbuilding, I build everything with a 'fantasy biome' approach so it gives the world a real feel.</p><p></p><p>Concerns about appropriate threat levels for the player characters are dealt with more freedom and finesse in my worlds than ensuring a CR bubble surrounds the party wherever they go.</p><p></p><p>The key to ensuring TPKs and inappropriate challenges are not forced on the PCs is NPC and downtime information and communication within the game world.</p><p></p><p></p><p>Examples: </p><p></p><ul> <li data-xf-list-type="ul">Don't go there it's too dangerous!</li> <li data-xf-list-type="ul">The mines of y are beyond you unless you have first defeated the three challenges of mount x</li> <li data-xf-list-type="ul">Your research indicates a family of manticores ate the last heroes to enter the pass, so the kobold tunnels under the cliffs are your only viable path</li> <li data-xf-list-type="ul">Legends speak of the legendary trapper who defends the forest, and how your mentor was foiled by them years ago at the height of her powers... etc.</li> <li data-xf-list-type="ul">Just as you consider how easy it might be to pickpocket the warriors fat gold pouch, you see a known tough spit in his face after an exchange of angry words. The warrior moves with one fluid motion, his blade a blur of multiple strikes, and the tough falls in a pool of his own blood a heartbeat later...</li> </ul><p></p><p>You can also 'gate' a challenge behind in-world and in-character elements;</p><p></p><ul> <li data-xf-list-type="ul">The castle of the storm giant is enchanted to strike down with thunderbolts anyone flying to it with magic. Perhaps the griffin-stocked stables of the Pale Enchanter could provide mounts, if you can do sufficient favours for him by way of payment...</li> <li data-xf-list-type="ul">The gate to the Shadowfell is hidden from those judged unworthy by the three Ebon Sages - you must prove yourself first</li> <li data-xf-list-type="ul">Only the Order of the Sun are allowed into the badlands, by royal decree, and their fortress overlooks the road. Your reputation must be sufficient to impress them.</li> </ul><p></p><p>Obviously, the group will not always get the 'hint', think they have a damnably clever plan to bypass the gate or threat (which then succeeds or fails...) or otherwise bite off more than they can chew.</p><p></p><p>In these cases, there are various devices you can use as a GM to save their asses;</p><p></p><ul> <li data-xf-list-type="ul">The cavalry ride over the hill at just the right moment</li> <li data-xf-list-type="ul">They are captured and not killed - then ransomed, or rescued, or left to escape while the bad guys are distracted, etc.</li> <li data-xf-list-type="ul">They die, but for considerable future payment, are resurrected</li> </ul><p></p><p>Essentially, you create and run a world for the players where it really is their choice where they go and what they do. Making it fun, in summary, requires the following -and all of it in the world itself, not 'a quiet word from the GM';</p><p></p><p>1. Warnings about what may exceed their capabilities</p><p>2. Gates to prevent easy access to inappropriate challenges</p><p>3. Potential ways out of a situation which has exceeded their capabilities when it occurs</p><p></p><p>Provide most or all of these and your players will feel far more free. Roleplay of the 'professional' aspect of what it is to be an adventurer (scout out the situation, plan, use every advantage, don't underestimate a foe, have an escape plan or a plan B etc.) will improve greatly.</p><p></p><p>When groups understand that they will have 'x' encounters a day, and each will be appropriately balanced against their capabilities, even with the best will in the world, they get complacent.</p><p></p><p>What I have found from very many years of GM'ing, is that a realistically dangerous world with high levels of freedom of choice tends to produce more dramatic games and more active involvement from a wider range of different types of player.</p><p></p><p>As long as you tell your group what you are going to do with the gameworld in advance, then the likelihood is your game will see real benefits.</p><p></p><p>Try it out!</p></blockquote><p></p>
[QUOTE="Caliburn101, post: 6907414, member: 6802178"] You can do both! In terms of worldbuilding, I build everything with a 'fantasy biome' approach so it gives the world a real feel. Concerns about appropriate threat levels for the player characters are dealt with more freedom and finesse in my worlds than ensuring a CR bubble surrounds the party wherever they go. The key to ensuring TPKs and inappropriate challenges are not forced on the PCs is NPC and downtime information and communication within the game world. Examples: [LIST] [*]Don't go there it's too dangerous! [*]The mines of y are beyond you unless you have first defeated the three challenges of mount x [*]Your research indicates a family of manticores ate the last heroes to enter the pass, so the kobold tunnels under the cliffs are your only viable path [*]Legends speak of the legendary trapper who defends the forest, and how your mentor was foiled by them years ago at the height of her powers... etc. [*]Just as you consider how easy it might be to pickpocket the warriors fat gold pouch, you see a known tough spit in his face after an exchange of angry words. The warrior moves with one fluid motion, his blade a blur of multiple strikes, and the tough falls in a pool of his own blood a heartbeat later... [/LIST] You can also 'gate' a challenge behind in-world and in-character elements; [LIST] [*]The castle of the storm giant is enchanted to strike down with thunderbolts anyone flying to it with magic. Perhaps the griffin-stocked stables of the Pale Enchanter could provide mounts, if you can do sufficient favours for him by way of payment... [*]The gate to the Shadowfell is hidden from those judged unworthy by the three Ebon Sages - you must prove yourself first [*]Only the Order of the Sun are allowed into the badlands, by royal decree, and their fortress overlooks the road. Your reputation must be sufficient to impress them. [/LIST] Obviously, the group will not always get the 'hint', think they have a damnably clever plan to bypass the gate or threat (which then succeeds or fails...) or otherwise bite off more than they can chew. In these cases, there are various devices you can use as a GM to save their asses; [LIST] [*]The cavalry ride over the hill at just the right moment [*]They are captured and not killed - then ransomed, or rescued, or left to escape while the bad guys are distracted, etc. [*]They die, but for considerable future payment, are resurrected [/LIST] Essentially, you create and run a world for the players where it really is their choice where they go and what they do. Making it fun, in summary, requires the following -and all of it in the world itself, not 'a quiet word from the GM'; 1. Warnings about what may exceed their capabilities 2. Gates to prevent easy access to inappropriate challenges 3. Potential ways out of a situation which has exceeded their capabilities when it occurs Provide most or all of these and your players will feel far more free. Roleplay of the 'professional' aspect of what it is to be an adventurer (scout out the situation, plan, use every advantage, don't underestimate a foe, have an escape plan or a plan B etc.) will improve greatly. When groups understand that they will have 'x' encounters a day, and each will be appropriately balanced against their capabilities, even with the best will in the world, they get complacent. What I have found from very many years of GM'ing, is that a realistically dangerous world with high levels of freedom of choice tends to produce more dramatic games and more active involvement from a wider range of different types of player. As long as you tell your group what you are going to do with the gameworld in advance, then the likelihood is your game will see real benefits. Try it out! [/QUOTE]
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