chriton227
Explorer
If you make this bad at combat character in a party where most of them are good at combat, should I exclude you from the group or force you to make a character better at combat? Or should I create encounters for a non-combat character to shine? You don't play alone. You play in a group. All of the group must be considered when designing encounters, not just one character. A DM attempting to make every player's choices meaningful will be unsuccessful if he does not tailor the game to characters capabilities be it combat or non-combat.
If a player makes a ranger and you never allow him an opportunity to use his ranger skills, I consider that a DM failure unless I tell the player in advance you can't make a ranger because I don't plan to incorporate anything meaningful for you to do other than fight. You're making these claims that you want your choices to be meaningful, but if you make a character of a certain type that doesn't ever jibe with what I'm running, how does that make your choices meaningful? Would you continue to play with a DM that pretty much defeated everything you do?
For example, let's say I ignore completely the PC's capabilities. Instead I design monsters to counter every standard conceivable method of fighting. You keep on losing because I as a DM have far more resources for defeating you than you have for defeating me, would you consider that a more entertaining game? Would you feel your choices had more meaning? Or the flip side where I open up the Monster Manual and use standard creatures that you steamroll over and over and over again, would that make you feel like your choices were meaningful? Would you have fun if I did that?
I know my players wouldn't. But maybe you would.
I know if I were to design encounters in an ideal fashion even using the xp budgets, I could kill party after party. If I looked at them and said, "Sorry, man. I'm just better at tactics than you and your group. You need to make better choices." I'm seriously doubting players would have fun in that game.
Usually we talk as a group about the general theme and style we want to play, and work together to make a party, not a random assemblage of characters. If I choose to make a character bad at combat in a combat heavy party, the consequences of that should flow naturally. If I bring something else to the table (money, social ability, contacts, etc.), maybe the rest of the party will pick up my slack. We may decide to stick to safer areas to reduce the risk. If my character doesn't bring other things to the table, maybe the rest of the PCs will tell my PC that things just aren't working out, and then recruit a new PC that is a better fit (note PC, not player). He might decide that these lunatics lead too dangerous of a life and as a result he retires early. Or maybe he'll just have an early demise. But whichever of those happens, it is a natural consequence of the choice I made.
If a player makes a ranger and he knows going into the game is framed as primarily an urban campaign, that is his choice, and the consequences are his to deal with. His skills may open avenues for the party to do other things, like rather than take that sea voyage down the coast through pirate infested waters, they could go overland instead. Maybe the "fish out of water" concept is one the player wants to explore and is using it for the role-playing opportunities. Or maybe the player has some ideas up their sleeve that you don't know about, like using their ranger skills as a springboard towards being something more like a bounty hunter that isn't as reliant on the wilderness environment. It's true that not every PC fits every party or every campaign, just like in the real world not every career choice is a good fit for each individual's circumstances. Someone who decides to pursue a career as a professional surfer while choosing to live in the Himalayas is going to have a rough go of it, but it is the natural consequence of the choices made.
The encounter issues you are describing appear to me as only an issue if your PCs don't have any choice in where they go or the encounters they engage in. I expect a game world to be like the real world in that some areas are more dangerous than others, with some areas being perfectly safe, while others may carry a significant risk of death. Just like in the real world, there should be some information available to give the PCs a clue as to which areas are more dangerous than others, although that information may not always be perfectly accurate. Even just info like "that's the area where local families go for picnics" or "we don't know what is through that pass, no one has ever returned to tell us". Working to ensure that the encounter compositions makes in-game sense also helps with the balance. Unless orcs in your world are known for having a substantial mage presence, it wouldn't make sense for every orc patrol to have a powerful orc wizard, even if that would make for the most challenging encounter. Underground races making an incursion to the surface world probably aren't going to be using longbows instead of more culturally appropriate weapons unless there is a good reason how they got them and the training to use them. A manticore, an aboleth, and a bullette probably aren't going to be working together even if that happened to make a powerful encounter. And if any of these things did happen, that would be a clue to the party that there is something unusual going on that they may choose to look into further.
Player choice is always an illusion. That is the nature of a game. Everything is tailored.
I know the type of DM you're talking about. I don't enjoy those types of DMs either. The ones that make you feel like they're following a script and don't know what to do if the players go off script. That's not how I do things.
The tailoring for me starts from the beginning and incorporates the players' backgrounds and includes everything thereafter including how the players interact with the world. I don't quite understand how you write your own story using a DM. Do you write encounters up and hand them to the DM? Do write up NPCs and expect the DM to run them as you instruct them? Do you know a DM that will do what you want him to do whether he enjoys it or not? This is the part I never understand when someone says they want their choices to be meaningful. What do you mean by that? Are you forcing the DM to run the game a certain way and only put things in front of you that you choose? If that is not the case, the DM is indeed crafting the story and world. How detailed it is may vary, but it is still the DM creating it and putting it in your path as a obstacle unless you are writing the encounters and the adventure and handing it to the DM to run. I would never allow a player to do that. I'd tell him to run himself.
There is no slippery slope. This game has always been and will always be a gamed where the DM tailors the game. To what degree differs, but unless the player is writing the encounters and has found a DM to run them as they specify, you have not escaped DM tailoring or having a DM dictate the world to you.
I don't expect the GM to come to the game with a story to tell. I expect them to come to the game with world with interesting things happening, and the story is what the PCs decide to do in that world. Maybe it is a coastal town with an active thieves guild, pirates off the coast, with a dwarven stronghold nearby. Spice it up with some factions vying for political control of the town, and maybe some ruins not far away. Then let the party decide what they want to do. Do they want to hunt pirates? Get involved with the local politics, maybe working with (or against) the thieves guild to bolster their power? They could always explore the ruins, or maybe make their fortunes establishing a trade route between the town and the dwarven stronghold. Think of how things would progress if the players weren't there to interfere (good or bad, not everything should have cataclysmic consequences), and then let that happen unless they do interfere. If they ignore the pirates, there might be some shortages they have to deal with in town as merchant ships can't come and go as easily. Maybe that is a problem that the PCs would want to deal with, or maybe they are content letting the merchants deal with it, after all they have enough money they could hire someone else to help them with the problem. Or maybe that shortage provides a perfect opportunity for the party, they could find a way to bring supplied in some other way, or maybe even make a deal with the pirates to cut them in on the profits if they let them through unmolested. If the town is attacked by a plague of undead, the players can decide whether they want to try to stop it, try to go for help, or just leave and never look back, with each choice leading to a different story and different consequences. There is no reason why you can't still incorporate the players' backgrounds; if a PC has an uncle who was a merchant, he could be a contact in the town or someone they could travel to talk to for advice. If a PC was a veteran of a recent war, the town may be recovering from the war and struggling to reintegrate all the returning soldiers, or even experiencing a boom as the widows of the fallen solders are spending the compensation they received, not to mention the influx of male suitors attracted by the abundance of suddenly wealthy single women. Any of these could make an interesting story, and it would be the player's story resulting from their choices, not from a story the GM brought to the table. This is what I mean by the players forging their own story from the GM's raw materials. The GM provides the pieces, and the players choose which pieces they are interested in to assemble into their story. If the GM had come into the game with the preconceived story that the players would explore the ruins and in the process find the mcguffin they can use to defeat the pirates, it may be a good story, but it closes off all of the other stories that may be better or worse.
Ideally in this style, the players should communicate clearly with the GM what is catching their attention and what they plan on following up on to give the GM time to prep. For the abandoned ruins, the GM could just have a note like "old mine, inhabited by kobolds on the lower level, magic weapon in a hidden chamber", and then if the party expresses interest the GM can take the time to flesh it out or find a published adventure to use for it. If they choose not to go that way, the GM hasn't invested much work in it, but even the quick notes might give them some hooks they can use in the future, like maybe umber hulks have broken through into the mine, driving the kobolds to the surface where they start causing trouble, or maybe a local woman wants the party to see if they can find a family heirloom sword, last seen when her great-grandfather died in a mine collapse decades ago. Likewise, if there is something that the players show no interest in, the GM can let it fade away if he wants. Questions the players ask may give hints of things they would be interested in doing, like a player asking merchants arriving in town if they had heard of any humanoid incursions on the borders, or looking in the marketplace for vendors selling treasure maps. The GM could say no, or the GM could take the idea and run with it, adding new elements to their game. Just because they weren't explicitly mentioned before doesn't mean they weren't there all along. And sometimes the players can be blunt about things; a perfect example is I'm running a Monster Hunter International game set in modern Detroit, and one of my players emailed me a link to an article about a very controversial religious display happening in the real world that they think might be an interesting addition to the game. They didn't give me an adventure to run, but they did give me a hook that they would be interested in to do with as I please. I also do a rumor mill of things the PCs hear during down time and many of the things in it are little tidbits that players have suggested, they may be nothing, they maybe true, or they could be something that is completely different from what it seems. They help me with hooks, I decide where I want those hooks to lead, and the players decide what hooks to follow, how, and how far. They've even had some that they followed only to realize they were about to bite off more than they could chew, and decided to leave it alone and try to call in the big guns to take care of it instead.
Granted this style is a lot of work, can require a fair amount of improvising, and only works when you have players that will take initiative and not try to wreck the game. But when it works, at the end of the campaign instead of the players having experienced the GM's story, the whole group (players and GM) will have experienced a story that they all built together.
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