GMs: How Much Do You Curate Your Adventures To Your Specific PCs, Mechanically Speaking

Reynard

aka Ian Eller
Supporter
This came up in a couple different threads, so i wanted to address it separately.

When you are running a game, maybe using existing adventures and maybe creating adventures, or running off the cuff, or whatever in between, how much do you curate those adventures to fit the specific mechanical capabilities of the PCs?

I want to start by making the clear distinction here between making the adventure for and about the PCs in general, and specifically making sure the mechanics involved are related to the PCs capabilities. Whether the "story" overall is centered around the PCs is a different question worthy of its own thread.

So, to illustrate what I mean, I will make up a Shadowrun example.

The "job" is to break into a corporate safe house being used to hold a corporate spy; the PCs are hired by the "aggressor" to get in and extract the spy, or eliminate him, before he can be moved and interrogated by the "victim" corporation. In the non-existent module, the magical and technological defenses, countermeasures, and agent capabilities are spelled out and designed for a "typical" distribution of hackers, samurai, mages and whatever.

But let's pretend that your group decided they wanted to play an all girl elf punk band called Pixie Riot that attacks an disrupts corporate activity on the side to make cash to get to their next gig. There is no samurai, but there is a bouncer, and the "rigger" is more into the band van and the sound system than combat drones, while the mage is an illusionist bard type that creates the light shows. Assuming you create a good hook for the PCs from a story involvement perspective, what do you do about the mechanical specifics.

Do you:
A. Play the module as written. it is up to the players to figure out how to make use of their PCs' abilities to get the job done.
2. Rework the defenses etc to make sure they generally align with the PCs skill sets.
iii. Make adjustments on the fly and/or be loose with rules interpretations to allow the PCs abilities to work even when they probably shouldn't.
d) Something else.

For my part, assuming session 0 included the fact that I would sometimes be running pre-written scenarios made for shadowrunners, and the players still went with Pixi Riot, I would run the module as written. The players chose their character types, and should be expected to make them work in the campaign. If, however, the premise started with the band, I would rewrite the adventure as much as necessary to make it work for the band.

Just briefly, to use a D&D example, I don't usually change the challenges present in a published scenario based on the class etc choices the players make. If the all bard party wants to go ona dungeon delve, that is on them; if the all barbarian party wants to infiltrate a royal ball, good luck, etc..

What do you do when the PC mechanical abilities do not match the module you have prepared?
 

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Do you:
A. Play the module as written. it is up to the players to figure out how to make use of their PCs' abilities to get the job done.
2. Rework the defenses etc to make sure they generally align with the PCs skill sets.
iii. Make adjustments on the fly and/or be loose with rules interpretations to allow the PCs abilities to work even when they probably shouldn't.
d) Something else.

For my part, assuming session 0 included the fact that I would sometimes be running pre-written scenarios made for shadowrunners, and the players still went with Pixi Riot, I would run the module as written. The players chose their character types, and should be expected to make them work in the campaign. If, however, the premise started with the band, I would rewrite the adventure as much as necessary to make it work for the band.

Just briefly, to use a D&D example, I don't usually change the challenges present in a published scenario based on the class etc choices the players make. If the all bard party wants to go ona dungeon delve, that is on them; if the all barbarian party wants to infiltrate a royal ball, good luck, etc..

What do you do when the PC mechanical abilities do not match the module you have prepared?
It's a little of all of that. Typically, I run the adventure as is, but with some caveats. Paizo APs for instance, have excellent mechanical telegraphing of what to expect in a campaign, and what to avoid as it wont be useful for players. Now, that generally holds, but sometimes the writers also like to jack in the box and for some reason toss in something that makes no sense. For example, a group of PCs living in the northern tundra fighting lots of vikings and suddenly there is construct from the other side of the planet that requires adamantine weapons to damage. Thats just too left field for anyone to consider, and probably needs some adjustment or at least consideration.

That kind of thing is added to make the encounter difficult, but its the least kind of interesting sort of difficult. Its more punishing the players for not having the often derived "golf bag of weapons". In these instances, I'll either reduce the defenses to manageable levels, or ill just switch the encounter completely to something more logical and interesting. This happens a handful of times every AP I run. So, its always a tool I reserve in my GM toolbox, but I hope I dont need it.

That said, I dont really ever run into that when I play non-D&D +derivatives. For example, in Traveller, the PCs are skill based and the problems they face are ones of problem solving, less than tactical application of mechanics. So, a solider might fight, of course, but a rogue broker often mistaken as a nerf herder, might think fast on their feet with some kind of fast talk. A scientist might use their knowledge of alien worlds, chemistry, physics, etc.. to concoct a non-violent solution. The game is more open in its solutions and less focused on any expectation of tactical combat. So, adventure writing is much easier and the need to tailor for PCs a lot less, but not always zero either.

YMMV.
 

The players find a way.

I'll run 1/2 published adventures and 1/2 homemade modules. The published adventures are what they are. They tend to be generic enough for anyone to get through it and not have that much trouble. When I make up something, I tend to make it part of a goal the PCs have or something that moves the published campaign foreword. I think I do not make them with the specific powers of the PCs in mind, but my groups tend to be more traditional in make-up.

If my group made a specific set of say, all mage party, then I think I would tailor them to the group. My players will play whatever I create, but also would expect that I think of their wishes when I make things. An all-mage party tells me that the players want one thing similar to an all-fighter party.
 

These days, I don't run third-party adventures. When creating scenarios for the campaigns I'm running, I don't design them to the details of the PC's capabilities, because that makes the game feel unreal to me. I try to make sure the general level of challenge is within the characters' capabilities, but I am frequently surprised by the solutions my players come up with.
 

I typically run a sandbox style game so players can choose adventures that make sense for the party. I don't change things I assume the party will adapt.

If it was Shadowrun and player made a band. Well they probably wouldn't take or get offered jobs from Mr. Johnsons for standard stuff. They would have to be creative in thier missions, but if they chose to go up against a corporate strike team, I'm not changing that strike team into bumbling goons, they are still as deadly.

Now I would make sure to occasionally throw them a mission based on thier reputation. maybe they band gets hired for a specific job, ie a corporate extraction at a club they are playing to sneak someone out in thier gear box, or play the corporate party to get access to a data point for a decker, ect. Just like if a D&D party made all clerics and paladins NPC are going to seek them out for handling undead.
 

A. Play the module as written. it is up to the players to figure out how to make use of their PCs' abilities to get the job done.
2. Rework the defenses etc to make sure they generally align with the PCs skill sets.
iii. Make adjustments on the fly and/or be loose with rules interpretations to allow the PCs abilities to work even when they probably shouldn't.
d) Something else.

Are you trying to trigger my OCD or what? :LOL:

To answer the question, 90% A, and 10% C - I like to have a little bit of leeway in this regard but generally I don't try to change the adventure; I let the players figure out solutions within the constraints of the adventure, and typically they do. I very rarely give one to the players when I know there's no way something should work, but if it's anywhere near the bounds of movie-logic plausibility, I'm not above Rule of Cool-ing things.
 

Most of what I run are published adventures, APs, etc. So, yeah, I adapt and I'll adapt a lot if I think I need to from both a narrative and mechanical perspective. Usually, I don't need to do much mechanically - players usually find a way to overcome obstacles.

But narratively... if I had a Cyberpunk group playing a punk band (I don't run Shadowrun, personally), your stereotypical corporate espionage scenarios conducted by edge runners might not be the right fit. That adventure would probably just sit to the side unless the PCs developed in a way that they started to take or look for those kinds of jobs.
 
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This came up in a couple different threads, so i wanted to address it separately.

When you are running a game, maybe using existing adventures and maybe creating adventures, or running off the cuff, or whatever in between, how much do you curate those adventures to fit the specific mechanical capabilities of the PCs?

2. Rework the defenses etc to make sure they generally align with the PCs skill sets.
iii. Make adjustments on the fly and/or be loose with rules interpretations to allow the PCs abilities to work even when they probably shouldn't.
d) Something else.

I don't run modules or pre-written adventures often. But when I do...

I re-write the entire module into a new doc and customize everything: plot, rules, NPCs, etc.

I see modules as "sources of idea" and as a rule - should never be run as written.
 

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