One thing I've longed for in D&D has been individual difficulty settings, much like in a video game.
I don't really like to be challenged in my games. I want to be able to kind of glide through combats as my character ascends to being "the one" who saves the world. I don't want it to be much of a struggle personally, rather I want to see the world resisting my ascent to destiny and being frustrated that, well... I'm destined to beat the tar out of the bad guys. Loosely I'm wanting a kind of narrativist game. I'm there to just enact out a story I want told.
The problem is that I could be sitting next to a hard core gamist who's seeing this more as a competitive sport. He wants to be pushed the the brink, and if he dies he dies but he had a great time being challenged. He'll just roll up another character and look forward to the next test.
Normally having such polar opposite views just ends up making the game have a lot of stress and tension. The GM has to juggle, fudge and just have a hard time trying to figure out how to accommodate both players. Make the game hard for the gamist and it can ruin the narrativst story arc. Make the game easy and the gamist is going to be bored.
So, why not just have individual difficulty settings. How those get implemented is beyond what I'd want to comment here, save that I'd think you could do it. There would be ways that the underlying math could function in different ways for different players through bonuses, penalties, or other tweaks to how the game functions depending on what setting the player selects.
If they would want to unify the player base then this would be one piece of the puzzle.
I don't really like to be challenged in my games. I want to be able to kind of glide through combats as my character ascends to being "the one" who saves the world. I don't want it to be much of a struggle personally, rather I want to see the world resisting my ascent to destiny and being frustrated that, well... I'm destined to beat the tar out of the bad guys. Loosely I'm wanting a kind of narrativist game. I'm there to just enact out a story I want told.
The problem is that I could be sitting next to a hard core gamist who's seeing this more as a competitive sport. He wants to be pushed the the brink, and if he dies he dies but he had a great time being challenged. He'll just roll up another character and look forward to the next test.
Normally having such polar opposite views just ends up making the game have a lot of stress and tension. The GM has to juggle, fudge and just have a hard time trying to figure out how to accommodate both players. Make the game hard for the gamist and it can ruin the narrativst story arc. Make the game easy and the gamist is going to be bored.
So, why not just have individual difficulty settings. How those get implemented is beyond what I'd want to comment here, save that I'd think you could do it. There would be ways that the underlying math could function in different ways for different players through bonuses, penalties, or other tweaks to how the game functions depending on what setting the player selects.
If they would want to unify the player base then this would be one piece of the puzzle.