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General Tabletop Discussion
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Do You Tinker with Adventures to Make Them "Winnable"?
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<blockquote data-quote="Man in the Funny Hat" data-source="post: 8310963" data-attributes="member: 32740"><p>And is that actually the design intent of the adventure, or did events simply somehow end up there? Not that it matters, because if you want the PC's to win, then regardless of what situation the adventure design created, as DM you can figure out a way to let them win. If it was YOU who simply let events somehow end up in a no-win situation then same thing - as DM, if you want the PC's to win, they win; if you want them to lose, they lose.</p><p></p><p>Resistant to magic is not immunity to magic so it's not actually an insoluable problem, just a more tediously difficult one. But again, you should read and be familiar enough with an adventure to spot that kind of flaw. You should know what magic items the PC's have and what they can ACTUALLY do or not do. When the module then throws them into a Kobayashi Maru no-win scenario, you change the rules of the test.</p><p></p><p>Again, reading the adventure is key. You have to be able to recognize that the party is too low a level to genuinely be able to win. Whether that's the fault of the adventure design or not, in the end it is ALWAYS the DM who holds the power to determine whether the PC's can win or not. When you unexpectedly find yourself in that situation of realizing the PC's are in a no-win scenario - change the rules for the scenario. That is YOUR JOB as DM. It's one of the reasons WHY you're there.</p><p></p><p>And why do you feel that you are FORBIDDEN to let the PC's undertake some small side-adventure so that they CAN level-up and actually reach the level they need to be? Whether the adventure is your own creation or not, as DM, the GAME that you're all playing is yours to run AS <strong>YOU</strong> WISH. You're not there to just blindly enforce somebody else's vision of how YOUR game HAS to go.</p></blockquote><p></p>
[QUOTE="Man in the Funny Hat, post: 8310963, member: 32740"] And is that actually the design intent of the adventure, or did events simply somehow end up there? Not that it matters, because if you want the PC's to win, then regardless of what situation the adventure design created, as DM you can figure out a way to let them win. If it was YOU who simply let events somehow end up in a no-win situation then same thing - as DM, if you want the PC's to win, they win; if you want them to lose, they lose. Resistant to magic is not immunity to magic so it's not actually an insoluable problem, just a more tediously difficult one. But again, you should read and be familiar enough with an adventure to spot that kind of flaw. You should know what magic items the PC's have and what they can ACTUALLY do or not do. When the module then throws them into a Kobayashi Maru no-win scenario, you change the rules of the test. Again, reading the adventure is key. You have to be able to recognize that the party is too low a level to genuinely be able to win. Whether that's the fault of the adventure design or not, in the end it is ALWAYS the DM who holds the power to determine whether the PC's can win or not. When you unexpectedly find yourself in that situation of realizing the PC's are in a no-win scenario - change the rules for the scenario. That is YOUR JOB as DM. It's one of the reasons WHY you're there. And why do you feel that you are FORBIDDEN to let the PC's undertake some small side-adventure so that they CAN level-up and actually reach the level they need to be? Whether the adventure is your own creation or not, as DM, the GAME that you're all playing is yours to run AS [B]YOU[/B] WISH. You're not there to just blindly enforce somebody else's vision of how YOUR game HAS to go. [/QUOTE]
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