It is really the MC's responsibility to
actively adjust the difficulty level of the game. If the players are
having too easy of a time at everything, though they might be having
fun at it for a while, they will start to feel like their success is
coming to them for free, without cost. We tend to not value things we
get for free as much as those that we paid for in some way. Games
without a challenge lose their reward, and players are likely to move
on to something else that feels more difficult. Yet overwhelming
difficulty is discouraging, too, so an MC should keep a healthy
balance running throughout the game. As an example, in a recent game
I ran, the enemies the players faced were generally level 1, but the
players were level 2, which gave them a solid advantage over most of
the enemies. However, by using terrain, advanced tactics and
outnumbering the players, I was able to make the encounters difficult
for the players--there were certainly moments when things looked very
dire for them! Still, while I was conducting these encounters, I was
careful not to overdo it. I know how it feels to have a Game Master
out to kill you, and this just builds resentment between the players
and the GM.
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