mkletch
First Post
Joshua Dyal said: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.
No, sometimes it is more interesting if they find out after they get into something that it is beyond them. Then they have to find a way out, or take a different approach to rescue a captured character, or come back later having a better idea of what is there. Sometimes, it is the getting out of or escaping trouble that is more interesting than having any possibility of overcoming it. "Wow, I can't believe we made it out of there. We'll havbe to hire some mercenaries to help us clear this out."
Joshua Dyal said: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.
No, it requires problem solving on the part of the PCs. Anything that a PC of the appropriate class could overcome, and NPC or higher level magic from an item or NPC can also overcome. With that in mind, nothing ever needs to be tailored. Granted, you don't put 1st level characters against a site based adventures where the lowest EL is 8. That's just stupid. But presenting them with five rumors that lead to quests of varying difficulty, each designed as a self-contained quest, that's what I do. I don't expect an ancient tomb, for example, to present challenges for all character classes. If it was designed to thwart thieves, the rogue will be stymied, and the wizard or fighter may have a good time with it. Who cares who the characters are? The buy that built this tomb had certin "business requirements" in mind. THAT is what I consider, and the only thing I consider.
Joshua Dyal said: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.
I don't expect any party composition, or party size. Like I said, it depends on the story, or the site, depending on the type of adventure. There is a ranger-shadowdancer that is robbing caravans. He cannot fail his hide check versus even the best PC's spot. How to find him? Easily possible with almost any 1st level spellcaster. Catching him may be another thing entirely, but that is for the players to decide, not me.
Joshua Dyal said: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.
I don't believe in balanced parties, either. It is up to the players to make those decisions. That is why they have multi-classing rules, IMO. Give THEM the information. Let THEM decide. Help THEM build the story. Tailoring the adventure overmuch makes the decisions for them. I'd rather leave it all open.
I was a player, and the DM set up a similar situation: provided rumors and plot threads. We made a bad choice, and had four 3rd level characters facing an angry triceratops. We downed the thing using tactics and terrain. We saved the farmer's field. We did not make the even worse decision of trying to figure out how it got there or who/what was responsible.
Sometimes it is not a bad thing to make the players think. Not just be scared, but actually think.
-Fletch!
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