Players: status quo or tailored?

Players, do you prefer to play in status quo campaigns or tailored campaigns (as desc

  • Status quo

    Votes: 42 43.8%
  • Tailored

    Votes: 30 31.3%
  • Other

    Votes: 24 25.0%

So what you mean is that you tailor what the PC's meet, but not what exists in the world.
No, what I mean is that the PCs tailor what they meet. Or they get bored fighting the raiding goblins for months on end. Or they get squashed charging first thing into the heart of the dragon's den.

Quasqueton
 

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Quasqueton said:
No, what I mean is that the PCs tailor what they meet. Or they get bored fighting the raiding goblins for months on end. Or they get squashed charging first thing into the heart of the dragon's den.

Quasqueton
It sounded like you hid the dragon behind layers of low-level flunkies, only handing the PC's the appropriate info to move to the next layer when they're ready for it...
 

I agree with Saeviomagy.

You took the origional status quo element (a dragon) and added in elements to make adventures plausable for the PCs (lower level underlings) to give them a chance to fight appropriately EL encounters in order to level up so that they can eventually fight the dragon and have a chance of defeating him.
 

First thing to think of is very few things are one lone element. Think of the "dragon plot" as a package, not as a set piece encounter all by itself. I mean, really, is a CR 15 dragon just hanging out in his lair all alone, just waiting for some 15th-level adventurers to come along and slay it? Nope. It's got stuff going on. It's got allies, minions, flunkies, etc. scattered hither and yon. Some high level, some low level.

It sounded like you hid the dragon behind layers of low-level flunkies, only handing the PC's the appropriate info to move to the next layer when they're ready for it...
If the dragon is hiding, then probably the PCs do have to discover it layer by layer. Like getting to the master of the crime syndicate. But it may be that the dragon is well known, and the PCs don't want to tackle it at low level. Like the general of an army.

You took the origional status quo element (a dragon) and added in elements to make adventures plausable for the PCs (lower level underlings) to give them a chance to fight appropriately EL encounters in order to level up so that they can eventually fight the dragon and have a chance of defeating him.
Again, it's a package. The dragon is not "the original status quo element". It is one element of an overall status quo organization. The organization exists as a package. The PCs may know that the raiding parties work for the dragon, and they specifically work their way up to the dragon by taking small bites at first of the peripheral raiding parties. Or the PCs may not know that the dragon is behind the raiding parties, and they piece the evidence/clues together as they capture/kill raiding parties over a period of time.

It also may be that the PCs move to this area of the realm when they are 15th level. The package/plot/organization still exists as it is, and the PCs may decide to go straight for the dragon as their first move. But the low-level raiding parties out in the land still exist, it's just that the PCs chose to ignore the piddly stuff and take out the dragon.

Quasqueton
 

Quasqueton said:
Well take that CR 15 dragon, for instance. He's not alone, just sitting in his cave. He has minions out raiding the land around. And the low and distant minions are the enemies the PCs take on at low levels. Then as the PCs gain power and knowledge of the dragon's "operation", they can take on more powerful minions---leutenants. Then they will move up the "food chain" and eventually right up against the dragon itself. And after defeating the CR 15 dragon, they learn that the dragon was actually working the kingdom on behalf of a demon prince. Etc.

Now, if the PCs decide to go right for the dragon first, at low levels, they will either bounce off the tougher defenses, or they will die.

Novice mountain climbers don't attempt Everest. They work the smaller mounts, then the larger, then the greats. Same with adventurers taking on adventure.

Quasqueton

Thats what this is about. In this case: status quo! But some tailoring (at least in the sense of having level appropriate challenges somewhere, and there are leads of some kind guiding the PCs to them) is needed
 

Thats what this is about. In this case: status quo! But some tailoring (at least in the sense of having level appropriate challenges somewhere, and there are leads of some kind guiding the PCs to them) is needed
Huh?

Let me just state for the record: I'm not arguing against tailoring. I just don't see tailoring in my description.

Status quo does not mean that the CR 15 dragon is the *only* challenge in the area. It just means that the CR doesn't adjust according to the level of the PCs in the area.

Quasqueton
 


Crothian said:
Status Quo, the players are not the center of the game and should not be tailored to as such

I totally disagree with the players not being the center of the game. The DM shouldn't cater to their every whim, but he's got an obligation to tailor the game to suit the players such that everyone has fun.

I prefer a mix, myself. I prefer the world to be 'status quo' in that there are events and encounters outside the party's influence or ability to overcome, but I prefer to tailor the campaigns such that they are challenged but not overwhelmed.

To use the dragon example, the party might now about it, and know that it would likely kick their ass. They are welcome to take it on, but the *players* know there is something else for them to do that's more in line with their abilities. Metagaming isn't always bad.
 

As a player or DM, I like to see a good story unfold.

I think a status quo game is considerably more interesting if the DM runs it with a couple of things in mind. Ideally, if the players unwittingly run into a much too difficult encounter, then the bad guys don't just kill them out of hand. Capture, imprison, ransom, geas - whatever. As long as that's done, I'll enjoy it as a player.

As a player, I think my favorite style is a secret mix of the two. Looks and feels like a status quo game, but avoids being too unchallenging or lethally difficult.



I wish they hadn't used the term Status Quo - it makes me think of that band - wanted to post a picture, but couldn't find one scary enough.
 


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