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<blockquote data-quote="monboesen" data-source="post: 4705041" data-attributes="member: 4647"><p>No, but because you seemingly harbor the notion that players will never run into inappropiate encounters in a tailored campaign. </p><p></p><p>I can of course only speak of my own games, as player and DM, and they fall more into the tailored category.</p><p></p><p>But lets say the players decide to aggravate/attack powerful people/monsters in the campaign, well then they may easily end up dead. The kings bodyguard doesn't magically transform from 10th to 1st level warriors when low level PC's insult the king and defecate on his throne. Even without hard numbers I would still speculate that most DM's run games that way.</p><p></p><p>The tailored part means that as long as the players behave reasonably intelligent they wont face overwhelming enemies.</p><p></p><p></p><p>Net effect: Smart players face appropiate encounters (some hard, some easy), stupid and antagonistic players may easily end up dead from picking fights they really shouldn't. But they don't risk random encounters that will flat out kill them. Like huge dragons on random encounter lists.</p><p></p><p></p><p>And regarding the question of player magic item wish lists. Great idea! But I don't consider it more than a tool for better understanding what the player would like for his character. It is in no way a stone tablet that determines that from now on all magic items found must comply to the list. </p><p></p><p>I view along the lines of other player contributions to the campaign. A player may write a page about the culture of the tribal people his character comes from. But that doesn't mean I have to accept it at face value. It means I will read and consider it and likely use some or all of it. I'm still the DM and still the final decision maker. Of cultures, magic items and encounter levels <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f609.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=";)" title="Wink ;)" data-smilie="2"data-shortname=";)" /></p></blockquote><p></p>
[QUOTE="monboesen, post: 4705041, member: 4647"] No, but because you seemingly harbor the notion that players will never run into inappropiate encounters in a tailored campaign. I can of course only speak of my own games, as player and DM, and they fall more into the tailored category. But lets say the players decide to aggravate/attack powerful people/monsters in the campaign, well then they may easily end up dead. The kings bodyguard doesn't magically transform from 10th to 1st level warriors when low level PC's insult the king and defecate on his throne. Even without hard numbers I would still speculate that most DM's run games that way. The tailored part means that as long as the players behave reasonably intelligent they wont face overwhelming enemies. Net effect: Smart players face appropiate encounters (some hard, some easy), stupid and antagonistic players may easily end up dead from picking fights they really shouldn't. But they don't risk random encounters that will flat out kill them. Like huge dragons on random encounter lists. And regarding the question of player magic item wish lists. Great idea! But I don't consider it more than a tool for better understanding what the player would like for his character. It is in no way a stone tablet that determines that from now on all magic items found must comply to the list. I view along the lines of other player contributions to the campaign. A player may write a page about the culture of the tribal people his character comes from. But that doesn't mean I have to accept it at face value. It means I will read and consider it and likely use some or all of it. I'm still the DM and still the final decision maker. Of cultures, magic items and encounter levels ;) [/QUOTE]
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