mkletch said:
Here is where my groups fall. Characters hear rumors, legends, pick up other info, and tell me what they want to pursue. All of it is charted out in advance, so if they go after the cattle mutilations, and stumble into a green dragon that is far beyond them, that is a possibility. I don't give them totally flat rumors like that, but if they fail to get repeated hints, the hints will eventually get them. If you have a small group, multiple characters per player can give you the flexibility to do this sort of thing. If you have only a couple characters, then it is more of a total success/total loss situation for any encounter or adventure as a whole.
That's not so dissimilar to what I'm describing, really. Just that as a DM, I'm making sure the rumors they are likely to act on are rumors that are meaningful for them to act on.
That would be irresponsible, of course. I have had the fortune of never playing with a DM like that. However, we started RttToEE, and the two new gamers wanted to go to the moathouse first, and the result (which we deserved) was a TPK.
I guess I'm not really sure we disagree that much, then. Anyway, moving on to the rest of your post...
Emphasis mine. And that is where we would disagree. I give the players enough information that they should be able to distinguish between adventures that are appropriate or inappropriate for their party size, level and composition. Just enough rope to hang themselves, but also enough to haul the treasure chest out of the mine, if that is the case.
How is that different really? The question was, do you tailor the adventures to your PCs. Especially if they aren't store-bought modules, there's no point in even making an adventure if it's not tailored to your PCs. If they have no hope of success, you have to make sure they can find that out before they embark on something.
To me as a DM constructing a world which may span several gaming groups and multiple campaigns for the same group, these things are irrelevant. It is the players' responsibility to know their characters, not mine. They make the decisions, and I just lay out the structure of the story for them to fill in.
Yes, but it's your responsibility to not provide a lot of challenges that only a rogue or a fighter can overcome to our hypothetical all-wizard party. Sure, they may overcome them by hiring a consultant rogue, or some cheap mercenary muscle, but the point is, there has to be
some way to overcome the challenge, even if it just means ignoring that and going around it. And that requires tailoring.
But if they know that they are capable of overcoming any challenge they encounter (I don't count running as overcoming a challenge), then there is no danger. There is no real danger.
I don't know what part of my prior message you didn't understand. I said already that I encourage my PCs to be almost paranoid, and they still have trouble getting through a campaign without a few deaths. There's plenty of danger. At the same time, making tons of challenges that the party isn't suited to deal with in one way or another is a waste of both your time and the players. Neither group is going to enjoy that. You've got to tailor the adventures to the PCs you have, not take them as is for the hypothetical balanced party, otherwise, not only do the PCs fail at almost everything they attempt, but the players get extremely frustrated and you are left to DM alone. The other option is, you can state up front that they need to create a balanced party, because you'll be throwing challenges at them that require the full suite of abilities that a "balanced" party provides, but then you're taking away one of the key elements of player enjoyment: the ability to create the character they want to. YMMV, but I don't have any interest in that game.
I've said already before, but since your comments indicate that you probably didn't pick this up, tailoring the challenges to the PCs doesn't mean making things easy for them. It just means that the adventure isn't wildly unsuited for that you have to work with, which only frustrates the players, and ultimately the DM as well.