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<blockquote data-quote="Desdichado" data-source="post: 481639" data-attributes="member: 2205"><p>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.</p><p></p><p>I guess I'm not really sure we disagree that much, then. Anyway, moving on to the rest of your post...</p><p></p><p>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.</p><p></p><p>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 <em>some</em> way to overcome the challenge, even if it just means ignoring that and going around it. And that requires tailoring.</p><p></p><p>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.</p><p></p><p>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.</p></blockquote><p></p>
[QUOTE="Desdichado, post: 481639, member: 2205"] 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. [b][/b] I guess I'm not really sure we disagree that much, then. Anyway, moving on to the rest of your post... [b][/b] 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. [b][/b] 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 [i]some[/i] way to overcome the challenge, even if it just means ignoring that and going around it. And that requires tailoring. [b][/b] 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. [/QUOTE]
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