The Sigil
Mr. 3000 (Words per post)
Re: Thanks!
A truly excellent question... my greatest hope in this regard would be something along the lines of what Thunderhead Games is using - their little boxes with suggestions for altering the adventure if the party has a lot of clerics/paladins or arcane spellcasters or fighter-types or trap-disarmers and so forth.
I really think that this is a nifty idea that allows adventures to be both generic (i.e., the writer has to write but one basic adventure) but also allows the adventure to be suitably "dressed" to the party's strengths and weaknesses (ostensibly, the DM will know the capabilities of his party and will have an easy time deciding which, if any, of the "odd-party" boxes to use).
I didn't come up with the idea of these boxes, but kudos to the one(s) who did... this is a great way to make adventures tailored to the strengths of the DMs party no matter which DM grabs a module.
--The Sigil
Disclaimer: I am a freelance writer for TG (let me put that right out there now) but I am trying to answer this as a consumer, not as someone affiliated with TG.Darian Damas said:Is this really true? Perhaps. In any case it would certainly help if the adventures not only were marked with "suitable level" but also had a list of necessary/desirable high-level abilities.
The writers could also try to create encounters that can be solved in several ways. That would make the adventure suitable for a variety of PCs. The text could include sidebars with options for different types of adventuring parties.
A truly excellent question... my greatest hope in this regard would be something along the lines of what Thunderhead Games is using - their little boxes with suggestions for altering the adventure if the party has a lot of clerics/paladins or arcane spellcasters or fighter-types or trap-disarmers and so forth.
I really think that this is a nifty idea that allows adventures to be both generic (i.e., the writer has to write but one basic adventure) but also allows the adventure to be suitably "dressed" to the party's strengths and weaknesses (ostensibly, the DM will know the capabilities of his party and will have an easy time deciding which, if any, of the "odd-party" boxes to use).
I didn't come up with the idea of these boxes, but kudos to the one(s) who did... this is a great way to make adventures tailored to the strengths of the DMs party no matter which DM grabs a module.
--The Sigil