
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 ---------------------------------------------------------------- GMAST Home Page: http://www.phoenyx.net/gmast/