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<blockquote data-quote="Blue" data-source="post: 7797850" data-attributes="member: 20564"><p>I am at a loss for why D&D in particular is hard to do a story-driven game with a rotating cast of three, but not other games. It seems if you can run anything, you can run D&D. Is it a good place to start from? No, not at all. Does D&D make it any worse? Also no.</p><p></p><p>From an adventure design, don't worry about their capabilities. Just follow general advice like give each clue three times and they will be able to work things out one way or the other. For encounter design just be prepared to scale up and down with number of characters, which is really easy to do in a number of systems, with D&D among them. If this week they don't have crowd control and there's a lot of foes, maybe they'll decide that combat is one they want to avoid or solve some other way. (This advice doesn't work if combat is the only solution, including to the point that avoidance and retreat are not on the table.)</p></blockquote><p></p>
[QUOTE="Blue, post: 7797850, member: 20564"] I am at a loss for why D&D in particular is hard to do a story-driven game with a rotating cast of three, but not other games. It seems if you can run anything, you can run D&D. Is it a good place to start from? No, not at all. Does D&D make it any worse? Also no. From an adventure design, don't worry about their capabilities. Just follow general advice like give each clue three times and they will be able to work things out one way or the other. For encounter design just be prepared to scale up and down with number of characters, which is really easy to do in a number of systems, with D&D among them. If this week they don't have crowd control and there's a lot of foes, maybe they'll decide that combat is one they want to avoid or solve some other way. (This advice doesn't work if combat is the only solution, including to the point that avoidance and retreat are not on the table.) [/QUOTE]
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