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General Tabletop Discussion
*Dungeons & Dragons
Do You Tinker with Adventures to Make Them "Winnable"?
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<blockquote data-quote="Grogg of the North" data-source="post: 8309619" data-attributes="member: 6682960"><p>Absolutely you can and should tinker. Changing the written modules to be more relevant to your players is something simple and easy that can help draw your players in to the story you're all telling together. </p><p></p><p>I cannot think of any unwinnable encounters I've changed off the top of my head. I have changed some monsters to be more relevant to players backstories or because the room the monster is crammed into is too small for the monster itself! (Looking at you Crown of the Kobold King!)</p><p></p><p>Remember, the point is to have fun. If the door can only be opened by a magic spell your players don't have access to, there's no reason you can't ignore that. Or place a key/potion/talisman that gives them access to the wizard's panic room somewhere else in the dungeon. If the wizard needs to get away, maybe by the time they get into his room he's teleported away but they find <em>important clue</em> that hints at where he fled to?</p><p></p><p>I know my players well enough that if I gave them a door they couldn't open and the big bad was behind it, they'd set up a watch and try to wait him out. If I gave them a monster that could only be killed by certain magic spell, they'd find a way to knock it out and dunk it's head in a bucket of water to drown it. So something like what [USER=42040]@Retreater[/USER] described would lead to them trying to find a work around. </p><p></p><p>Untouchable adversaries are a tricky business. It's nice to have a recurring villain but if the players are completely impotent against them then they're going to resent the villain, the game, and/or the GM.</p></blockquote><p></p>
[QUOTE="Grogg of the North, post: 8309619, member: 6682960"] Absolutely you can and should tinker. Changing the written modules to be more relevant to your players is something simple and easy that can help draw your players in to the story you're all telling together. I cannot think of any unwinnable encounters I've changed off the top of my head. I have changed some monsters to be more relevant to players backstories or because the room the monster is crammed into is too small for the monster itself! (Looking at you Crown of the Kobold King!) Remember, the point is to have fun. If the door can only be opened by a magic spell your players don't have access to, there's no reason you can't ignore that. Or place a key/potion/talisman that gives them access to the wizard's panic room somewhere else in the dungeon. If the wizard needs to get away, maybe by the time they get into his room he's teleported away but they find [I]important clue[/I] that hints at where he fled to? I know my players well enough that if I gave them a door they couldn't open and the big bad was behind it, they'd set up a watch and try to wait him out. If I gave them a monster that could only be killed by certain magic spell, they'd find a way to knock it out and dunk it's head in a bucket of water to drown it. So something like what [USER=42040]@Retreater[/USER] described would lead to them trying to find a work around. Untouchable adversaries are a tricky business. It's nice to have a recurring villain but if the players are completely impotent against them then they're going to resent the villain, the game, and/or the GM. [/QUOTE]
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