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Reliable Talent. What the what?
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<blockquote data-quote="redrick" data-source="post: 7304723" data-attributes="member: 6777696"><p>What if your 7th level party decided to spend a number of sessions in a designated "level 1" part of the dungeon, because there was something there that interested the players or the characters? Would you run them through a dungeon full of groups of 1d4 kobolds and crude snares and pit traps, or would you make adjustments to keep things entertaining? Would you expect the players to realize, "oh wait, this is a boring dungeon, let's clear out to something higher level that will be more fun," (A total meta-game. In-character, I prefer the deathmatches that grant me guaranteed victory.) Do you stop play and say, "Guys, just so you know, this is a level 1 dungeon and it's not going to get harder"?</p><p></p><p>One of the beauties of an RPG is that it's not a computer game. You don't have to pre-design every room, every creature, every encounter. You, the DM, adapt the game based on the actions of the players, to keep things interesting. Every group will have a different idea of how elastic their DM's game will be. Does the DM adjust encounters on the fly to maintain an optimal challenge? Is the key always in the third place the players look? Or does the DM allow the PCs to struggle, get frustrated and run into unfair encounters? But even in the case of the latter, the DM is still, at some point or another, making choices based on what will be the most fun at the table. And if they aren't? Honestly, that game would probably be boring as hell.</p></blockquote><p></p>
[QUOTE="redrick, post: 7304723, member: 6777696"] What if your 7th level party decided to spend a number of sessions in a designated "level 1" part of the dungeon, because there was something there that interested the players or the characters? Would you run them through a dungeon full of groups of 1d4 kobolds and crude snares and pit traps, or would you make adjustments to keep things entertaining? Would you expect the players to realize, "oh wait, this is a boring dungeon, let's clear out to something higher level that will be more fun," (A total meta-game. In-character, I prefer the deathmatches that grant me guaranteed victory.) Do you stop play and say, "Guys, just so you know, this is a level 1 dungeon and it's not going to get harder"? One of the beauties of an RPG is that it's not a computer game. You don't have to pre-design every room, every creature, every encounter. You, the DM, adapt the game based on the actions of the players, to keep things interesting. Every group will have a different idea of how elastic their DM's game will be. Does the DM adjust encounters on the fly to maintain an optimal challenge? Is the key always in the third place the players look? Or does the DM allow the PCs to struggle, get frustrated and run into unfair encounters? But even in the case of the latter, the DM is still, at some point or another, making choices based on what will be the most fun at the table. And if they aren't? Honestly, that game would probably be boring as hell. [/QUOTE]
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