500 Toads
Adventurer
shrug There's always a time investment anyway, wherein the GM should read thoroughly to understand any major actors and their motivations, and at least somewhat prepare to handle logical-but-unanticipated-by-author lines of action with less risk of needing to retcon things later due to inconsistencies. With something like D&D 5E, you'll also probably want to tweak loot for the party composition given that things like spell scrolls are limited in who can use them, and even among a category like "martial weapons" builds can make it so that somebody is much happier to see a glaive rather than a longsword, etc.
Have a larger or smaller party than expected, tweak. Got a group of players that's very into combat and very familiar with combat tactics and build optimization but you're running an adventure that's basically "story mode" difficulty when it comes to encounter design, tweak (significantly).
More severely... if it's something with a significant plot railroad, I know that I'll probably have to take a deep look for the various gaping plot holes and excessive railroading and address them, in order to make things organically make sense on their own right. For instance, if the plot involves somebody being framed for murder; well, then it's the GM's responsibility to be prepared to handle lines of inquiry including magical means (incl. Raise Dead, Zone of Truth, Detect Thoughts, Visions of the Past, etc) even if the author of the adventure instead chose to proceed as if the frame-up would simply be taken at face value by everybody and ignore possible objections in favor of merely pushing the party onto the next scripted bit of plot.
Conversely, if it's a sandbox... 'll know that I might need to put in more work to tie pieces together, to be prepared for when things might interact in unanticipated ways, and perhaps to tweak things to reduce decision paralysis etc.
Have a larger or smaller party than expected, tweak. Got a group of players that's very into combat and very familiar with combat tactics and build optimization but you're running an adventure that's basically "story mode" difficulty when it comes to encounter design, tweak (significantly).
More severely... if it's something with a significant plot railroad, I know that I'll probably have to take a deep look for the various gaping plot holes and excessive railroading and address them, in order to make things organically make sense on their own right. For instance, if the plot involves somebody being framed for murder; well, then it's the GM's responsibility to be prepared to handle lines of inquiry including magical means (incl. Raise Dead, Zone of Truth, Detect Thoughts, Visions of the Past, etc) even if the author of the adventure instead chose to proceed as if the frame-up would simply be taken at face value by everybody and ignore possible objections in favor of merely pushing the party onto the next scripted bit of plot.
Conversely, if it's a sandbox... 'll know that I might need to put in more work to tie pieces together, to be prepared for when things might interact in unanticipated ways, and perhaps to tweak things to reduce decision paralysis etc.







