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ChrisTutty
Chris Tutty

Fri

Jun 22
2001

05:35

Helping aspiring GMs

From: "Brian Koppi" 
> Also, don't obsess over making every adventure just the right level 
> of challenge. I used to inadvertently sabotage my own games because I 
> wanted the party to walk away with roughly 10% of their resources 
> intact every time, certainly no more than 20%. Some adventures might 
> turn into cake-walks, others might be disastrous. Let them. 
> Plausibility and consistency are far greater tools in creating a 
> dramatic and exciting campaign than "action movie" endings.
> 
Oh yeah.  I've had long-term players take new players aside
and explain that "this campaign is real - some of the stuff you'll
encounter is far too powerful to approach and if everyone else
suddenly disappears it's a clue to start running".  The only rule
I followed was that they would never be ambushed by a creature
too powerful for them to fight, assuming reasonable caution
by the players.

On the other hand making mince-meat of an orc war party 
without breaking a sweat is a good way for the players to look 
back on how powerful they've become - it provides a frame 
of reference that's grounded in the whole campaign, rather 
than a subset carefully designed to challenge but not destroy 
them.

Chris Tutty

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