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General Tabletop Discussion
*Dungeons & Dragons
Followup on "Everyone Starts at First Level"
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<blockquote data-quote="Sunseeker" data-source="post: 6568784"><p>My disagreement with these is that they are all very top-down approaches. They are essentially the DM (taking on the role of the Commander, the God, the person-in-charge) telling the green player what to do and at the same time, what the party has to do. These are fairly unfitting for more free-form groups. Outside of an organization of some kind, there's no incentive to take a substantially less-capable, less experienced, less skilled person into the fray. The only real reason a non-organized party would do this would be if they were short a man and the newest person was the only one within a reasonably safe distance they could pick up, but even then, short of this person filling the utmost of vital roles, the party could simply pass them over. </p><p></p><p>I'm not saying these are <em>bad</em> reasons, I'm just saying they only provide solutions to a very specific grouping of adventures.</p><p></p><p>For the, what I would <em>presume</em> are the more typical "we all met in a bar one eventful night" types of parties, I can think of few reasons why they would take on "raw" party members.</p><p></p><p>This is why I usually introduce new party members not as sort of dime-store trinkets you pick up while you're at the market, but as persons of reasonable interest (even if low level) while out adventuring (often trapped in a prison of some kind for mysterious reasons).</p><p></p><p></p><p></p><p>I would like to touch on this because I actually had to speak with my DM about this exact issue. He runs a largely sandbox campaign with a couple central "issues" that can be handled in a variety of ways (civil wars, plagues, lich lords and undead armies, etc...). Some of these are more appealing to certain players than others, and there was an unfortunate time a couple sessions ago where we had almost reached one, only to get a "DM hint" that it was WAY above our current abilities. This was incredibly disappointing, especially since we had no warning ahead of time that this was the case, in fact we had no indication of the potential danger levels of any of the things could potentially deal with. To which I explained to him my disappointment and suggested that he simply have whatever NPC informs us of these troubles give us some indication of their difficulty. I didn't ask him to flat out tell us if we could handle them, just a general idea of having the informant size us up and say "I think you could handle this quest." or "Our best tried their best and they were much better than you."</p><p></p><p>If quests come available before your group is actually skilled enough to handle them, it doesn't take much to add a friendly in-game warning that you might be out of your league. Otherwise the only fair alternative is to simply NOT make those quests available.</p></blockquote><p></p>
[QUOTE="Sunseeker, post: 6568784"] My disagreement with these is that they are all very top-down approaches. They are essentially the DM (taking on the role of the Commander, the God, the person-in-charge) telling the green player what to do and at the same time, what the party has to do. These are fairly unfitting for more free-form groups. Outside of an organization of some kind, there's no incentive to take a substantially less-capable, less experienced, less skilled person into the fray. The only real reason a non-organized party would do this would be if they were short a man and the newest person was the only one within a reasonably safe distance they could pick up, but even then, short of this person filling the utmost of vital roles, the party could simply pass them over. I'm not saying these are [I]bad[/I] reasons, I'm just saying they only provide solutions to a very specific grouping of adventures. For the, what I would [I]presume[/I] are the more typical "we all met in a bar one eventful night" types of parties, I can think of few reasons why they would take on "raw" party members. This is why I usually introduce new party members not as sort of dime-store trinkets you pick up while you're at the market, but as persons of reasonable interest (even if low level) while out adventuring (often trapped in a prison of some kind for mysterious reasons). I would like to touch on this because I actually had to speak with my DM about this exact issue. He runs a largely sandbox campaign with a couple central "issues" that can be handled in a variety of ways (civil wars, plagues, lich lords and undead armies, etc...). Some of these are more appealing to certain players than others, and there was an unfortunate time a couple sessions ago where we had almost reached one, only to get a "DM hint" that it was WAY above our current abilities. This was incredibly disappointing, especially since we had no warning ahead of time that this was the case, in fact we had no indication of the potential danger levels of any of the things could potentially deal with. To which I explained to him my disappointment and suggested that he simply have whatever NPC informs us of these troubles give us some indication of their difficulty. I didn't ask him to flat out tell us if we could handle them, just a general idea of having the informant size us up and say "I think you could handle this quest." or "Our best tried their best and they were much better than you." If quests come available before your group is actually skilled enough to handle them, it doesn't take much to add a friendly in-game warning that you might be out of your league. Otherwise the only fair alternative is to simply NOT make those quests available. [/QUOTE]
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Followup on "Everyone Starts at First Level"
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