Increasing challenge in modules

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Snarkythekobold
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Joined: Mon May 28, 2018 10:00 am

Increasing challenge in modules

Post by Snarkythekobold »

So, I am running a large campaign in which I am trying to insert three different modules into each location and allowing the players choose what they want to do . . . ala sandbox style (which my newb, teenie-bopper players love).

I have been inserting various things, longer modules like the BFRPG ones and really short things like the One Page Dungeon Contest ones. I've also made a few up with the 5 Room Dungeon stuff. It's been a lot of fun.

I really like using the BFRPG ones though because they are so easy to run at the table. My players are getting up around level 5 and so I am needing some higher level adventures. A lot of the Anthology adventures are beginning level modules . . . but I really like a lot of them.

What is the best way to up the challenge level? Adding more monsters? Tougher monsters? What are the ways that you all up the challenge?

I don't do the whole trying to keep fights balanced out thing. I emphasize that sometime there is a need to retreat and run. But I do try to keep things from getting too overwhelming.
beardedinlair
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Joined: Tue Jun 25, 2019 1:04 am

Re: Increasing challenge in modules

Post by beardedinlair »

My favorite thing to do in the olden times was take a Dungeon magazine and make a map based on every adventure in it. The group could go in any direction they wanted and find something to do. Sometimes it was way over their level, sometimes super easy. My solution for you, sprinkle things in that are far too advanced for them. Find a high level module and drop hints of Lolth or a lich, or whatever it is. They will either get very creative adapting, or learn to strategize and plan for later.
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orobouros
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Re: Increasing challenge in modules

Post by orobouros »

One simple way to make things more challenging is to place the players in a disadvantage. There's many ways to do this, such as

(a) placing a time limit on things. If they can't always go back to town and rest, but have to push on instead, this makes their choices a lot more impactful. Why is there a time limit? Could be a kobold army approaching, or an evil ritual takes a few days to complete.

(b) serious tactical disadvantage. 10 kobolds with a bunker and tunnels and cover and plenty of arrows would probably give a level 5 party trouble if they just go into an all-out battle.

(c) The classic kidnapping. Oh, that magic equipment that you needed? It's gone and you have to get it back. A level 5 fighter is going to have a lot harder time when her AC is 12 and has to fight off giant rats with a rusty 1d4-1 dagger.

(d) magic inhibition areas. A dungeon can be warded against magic, and suddenly healing only recovers a few HP and attack spells just fizzle out. Parts of Barrowmaze are so saturated in necrotic energy that undead cannot be turned.

(e) escort missions. These are pretty cruel in video games but they can make sense in a table-top game. It's not just a question of if the party can survive a battle. They have to make sure no enemy gets close to the carriage or house or such.

Generally, throw something at your players they're not familiar with. Toss them off-balance for a bit and force them to come up with more solutions. And, there's also a narrative approach. I heard a story once of a party that started their campaign driven off by a black dragon. It only had 16 HP but the DM really made it fearsome by describing buildings crushed beneath it's feet, the panic of the locals fleeing the scene, etc.
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