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*Pathfinder & Starfinder
Chance of PC Failure
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<blockquote data-quote="tlantl" data-source="post: 5808054" data-attributes="member: 55225"><p>I'm not one to design huge plots where the world hinges on the actions of a couple of fly by night adventurers. </p><p></p><p>No one in any of the campaigns I write are super heroes out to save the world. I set up simple plots where the bad gut needs straightening out, some undead might be on the loose or a region is in need of some pest extermination. </p><p></p><p>The most eventful situation they might face is clearing land to set up a strong hold or a diplomatic mission to avoid having to slaughter a dwarven free hold or to keep the nearby band of wild elves from scalping some over zealous forresters.</p><p></p><p>Failure never results in my throwing away weeks or months of work because the players sitting at my table found a way to get themselves killed. As a rule, if a player character dies there is usually a way to get them back. If a player dies early in an adventure and can't be raised right away then they might have to play the NPC I use to fill out the party. I always play some one who is part of the group. Sometimes as a spy or as a guide, but most often as a hireling. </p><p></p><p>I don't make it a point of trying to end the lives of characters but there are deadly traps and strong foes to be encountered in their travels. You see I don't believe in level appropriate encounters. I place things in the world. Some are weak others not so weak. If you run into a strong monster you should retreat. If you run into a hundred goblins at level eight it would be smart to find a way around them. although at level twelve you might be able to go through them. But would it be wise to try?</p><p></p><p>Now with that said there is a place for dungeons that are designed to challenge a group at a certain level, otherwise what's the point. I put together stuff all the time. I just don't assume the world keeps pace with the players level.</p></blockquote><p></p>
[QUOTE="tlantl, post: 5808054, member: 55225"] I'm not one to design huge plots where the world hinges on the actions of a couple of fly by night adventurers. No one in any of the campaigns I write are super heroes out to save the world. I set up simple plots where the bad gut needs straightening out, some undead might be on the loose or a region is in need of some pest extermination. The most eventful situation they might face is clearing land to set up a strong hold or a diplomatic mission to avoid having to slaughter a dwarven free hold or to keep the nearby band of wild elves from scalping some over zealous forresters. Failure never results in my throwing away weeks or months of work because the players sitting at my table found a way to get themselves killed. As a rule, if a player character dies there is usually a way to get them back. If a player dies early in an adventure and can't be raised right away then they might have to play the NPC I use to fill out the party. I always play some one who is part of the group. Sometimes as a spy or as a guide, but most often as a hireling. I don't make it a point of trying to end the lives of characters but there are deadly traps and strong foes to be encountered in their travels. You see I don't believe in level appropriate encounters. I place things in the world. Some are weak others not so weak. If you run into a strong monster you should retreat. If you run into a hundred goblins at level eight it would be smart to find a way around them. although at level twelve you might be able to go through them. But would it be wise to try? Now with that said there is a place for dungeons that are designed to challenge a group at a certain level, otherwise what's the point. I put together stuff all the time. I just don't assume the world keeps pace with the players level. [/QUOTE]
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