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<blockquote data-quote="usdmw" data-source="post: 4058773" data-attributes="member: 19662"><p>My players and I have an understanding that some scenarios - even extended ones - will be focused on a particular character. He or she is the star. This enables plots and subplots which would be unlikely in an 'everyone has a spotlight on them all the time' campaign scheme.</p><p></p><p>This works much like a television show, Buffy for example. Some episodes are Buffy-centric, some are Willow-centric, etc. The other characters are there, and they're important, but they aren't always standing center-stage. Everyone takes their turn being the star.</p><p></p><p>I realize that not everyone would enjoy this style of game. Some people are unwilling to play second-fiddle for a time, even with the understanding that they'll get to solo later.</p><p></p><p>Also, I must comment that I think the premise that hazards should be designed with the characters' skill-set in mind is very wonky. The players should be able to adapt, and I think that a character can always find something interesting to do, even if it's not an EFFECTIVE thing to do. </p><p></p><p>Some scenarios such as ancient ruins, long-sealed, are character agnostic. They exist outside the character's existence, and weren't designed with the characters in mind. The DM shouldn't design them to specifically thwart the characters, but neither should he design them to match the characters' strengths.</p><p></p><p>On the other hand, active intelligent enemies should try to anticipate the capabilities of likely opponents and neutralize those abilities.</p><p></p><p>If I were playing in a game where the hazards were designed so that I could specifically overcome them with my skills/spells/magical items I would be bored and somewhat insulted.</p></blockquote><p></p>
[QUOTE="usdmw, post: 4058773, member: 19662"] My players and I have an understanding that some scenarios - even extended ones - will be focused on a particular character. He or she is the star. This enables plots and subplots which would be unlikely in an 'everyone has a spotlight on them all the time' campaign scheme. This works much like a television show, Buffy for example. Some episodes are Buffy-centric, some are Willow-centric, etc. The other characters are there, and they're important, but they aren't always standing center-stage. Everyone takes their turn being the star. I realize that not everyone would enjoy this style of game. Some people are unwilling to play second-fiddle for a time, even with the understanding that they'll get to solo later. Also, I must comment that I think the premise that hazards should be designed with the characters' skill-set in mind is very wonky. The players should be able to adapt, and I think that a character can always find something interesting to do, even if it's not an EFFECTIVE thing to do. Some scenarios such as ancient ruins, long-sealed, are character agnostic. They exist outside the character's existence, and weren't designed with the characters in mind. The DM shouldn't design them to specifically thwart the characters, but neither should he design them to match the characters' strengths. On the other hand, active intelligent enemies should try to anticipate the capabilities of likely opponents and neutralize those abilities. If I were playing in a game where the hazards were designed so that I could specifically overcome them with my skills/spells/magical items I would be bored and somewhat insulted. [/QUOTE]
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