howandwhy99
Adventurer
So your first sentence and your last refer to difficulty, but which do you mean? Is it less of a "sweet spot" for die rolls, More complexity for encounters resulting in combat, thereby making them desirable to flee, or maybe too emotionally off putting given the circumstances depicted? If you're hoping to stop players from engaging in anything but combats with low degrees of success, then only offer those. At least offer something else as an alternative to combat, if you don't wish it to be a primary element. Either way get the players to sign on first. Maybe they like this kind of play? If your the player and don't, they probably will not engage.I was wondering if D&D might succeed in this fashion by increasing the difficulty levels. Instead of expecting you to fight every encounter, the adventure module might almost expect you to think of alternatives, especially if the players don't feel confident that they will beat every encounter like they're used to in a standard D&D game. This might seem contrary to the spirit of D&D, and especially to the philosophy of 4E, but for someone like me who considers consecutive battles to be often repetitive and tiresome (tactics is not the end-all-be-all for me), could it work to increase difficulty to tweak the feel of D&D?
You mentioned adventure design expectations upon the players. I think focus is needed, but a scripted storyline is something I don't care for either. What I do is an attempt / result game. Players have total autonomy (within table rules) for what their PCs attempt. I tell them the results even if it's simply an Okay. Then I put them in a big dungeon (world) based upon bog standard D&D. You're in level 1. You can attempt to go to level 10, if you desire, but each level you pass through will be progressively more challenging in every way.And like a video game, could the difficulty level be layered over the standard adventure so that you could play one way or another without segmenting your customers?
Yeah, you could still go grim and gritty and increase the die roll difficulty, but I'd be wary of going too far in either direction with this. Players will generally advance or retreat quickly to the difficulty level where they are happy, which is commonly proficient yet interesting. It's sort of "just tough enough". They'll also move towards their desired type of interaction with the game, if a variety of interfaces keep showing themselves.. I wouldn't worry too much about them following their own desires once the expected event fol]lowing is gone and once they get the idea that the game covers everything they can convey. Well, as long are actually they are "in" a dynamic game world.