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General Tabletop Discussion
*TTRPGs General
GMs: How Much Do You Curate Your Adventures To Your Specific PCs, Mechanically Speaking
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<blockquote data-quote="payn" data-source="post: 9589671" data-attributes="member: 90374"><p>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 <em>jack in the box</em> 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.</p><p></p><p>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.</p><p></p><p>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.</p><p></p><p>YMMV.</p></blockquote><p></p>
[QUOTE="payn, post: 9589671, member: 90374"] 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 [I]jack in the box[/I] 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. [/QUOTE]
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