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*TTRPGs General
The talismanic lure of high levels
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<blockquote data-quote="S'mon" data-source="post: 1425583" data-attributes="member: 463"><p>>>"Let me put it more simply. Suppose that you are running a campaign, and for whatever reason, you decide to run a module. Are you going to pick a 20th levelmodule to run against a 1st level party? Are you going to pick a 1st level module to run against a 20th level party. The D&D world scales because the GM scales it. If they didn't they would be a bad GM."<<</p><p></p><p>Well, maybe I'm a bad GM... hmm, no.</p><p>I think being a good GM involves giving the PCs opportunities to face overcomable challenges, so yes I agree somewhat. I'll start a campaign with a scenario set for roughly the party's level. But I will run scenarios -4 or +4 to the party's level - sometimes they have easy fights, sometimes they barely survive, or die. And I don't expect them to jump on every apparent plot-hook right away. They could go assault Mt Fire tomorrow, but they now that they'd probably die. In a few levels, they might have a chance. The wise player knows when to fight, and when not to fight. In the real world Signallers aren't sent to do a Special Forces operation (unless things are really desperate!) or vice versa, and likewise IMC, the PCs aren't sent on obviously suicidal missions unless something fishy is going on. And truely 'random encounters' are not tailored to the party - the red drago doesn't vanish when the peasants stroll by on the road, only to leap on the lvl-20 PCs. If he's there at all, he's there for everyone. Most likely he's not there - else there wouldn't be any peasants.</p></blockquote><p></p>
[QUOTE="S'mon, post: 1425583, member: 463"] >>"Let me put it more simply. Suppose that you are running a campaign, and for whatever reason, you decide to run a module. Are you going to pick a 20th levelmodule to run against a 1st level party? Are you going to pick a 1st level module to run against a 20th level party. The D&D world scales because the GM scales it. If they didn't they would be a bad GM."<< Well, maybe I'm a bad GM... hmm, no. I think being a good GM involves giving the PCs opportunities to face overcomable challenges, so yes I agree somewhat. I'll start a campaign with a scenario set for roughly the party's level. But I will run scenarios -4 or +4 to the party's level - sometimes they have easy fights, sometimes they barely survive, or die. And I don't expect them to jump on every apparent plot-hook right away. They could go assault Mt Fire tomorrow, but they now that they'd probably die. In a few levels, they might have a chance. The wise player knows when to fight, and when not to fight. In the real world Signallers aren't sent to do a Special Forces operation (unless things are really desperate!) or vice versa, and likewise IMC, the PCs aren't sent on obviously suicidal missions unless something fishy is going on. And truely 'random encounters' are not tailored to the party - the red drago doesn't vanish when the peasants stroll by on the road, only to leap on the lvl-20 PCs. If he's there at all, he's there for everyone. Most likely he's not there - else there wouldn't be any peasants. [/QUOTE]
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