lordcloud47 said:
Ok, I am currently running a table with some good friends, with a mix of experienced and new players. They are rather enjoying the sessions, and the world thats being fleshed out, and the story that they are slowly unraveling. But as Im running it, Ive begun to notice how little combat I throw at them. (There are of course, other ways to challenge the players) So my question is this;
What do you like in a DnD adventure? Do you like a combat dungeon sprawler? Or more like being guided along in a story? What are your thoughts?
(Its a 3.5 adventure, just to answer that question)
You should be asking your players this question, not us. That being said, you need to understand what your players want. There are a wide variety of players out there, and I gotta tip my hat to 4th Ed for clearly illustrating this point. Below are the basic outlines of most -if not all- players:
Actor: Players of this type make very distinct and imaginative characters. They flesh they avatars out to be living, breathing things with hopes, dreams, fears and uncertainties. They enjoy social encounters where they can illustrate their hard work at creating a rich character. Please them by incorporating their character's backstory into the campaign, having good social encounters and emphasizing their personality choices. Beware of them become chatter-boxes with the NPCs or disrupting the flow of the game with the justification of "that's what my character would do!"
Instigator: These players need the campaign to move and move
right now! They enjoy taking risks "just because" and are often the catalysts of those wild stories you'll be telling for years to come. They're often the explorers of the party and want to see what's over the horizon. Please them by putting the party at risk because of their actions (but never kill them), by having encounters that encourage experimentation and having another location or quest just around the corner to keep them moving. Be careful of making sure they don't get the party killed or bullrush through a more delicate moment.
Power Gamer: They relish in power, hence their name. They enjoy climbing the XP ladder and getting all those cool abilities and magic items that make them unstoppable badasses of legend. Feed a Power Gamer by putting emphasis on the rewards of completing a task, having plenty of options open for character advancement and tailor certain encounters to their specialties. Try to make sure their power doesn't get out of hand, however. While I'm one to believe that having a more effective character than the rest of the party is fine (you can have an ace in the hole to make sure they don't die or crush them to emphasize how powerful a bad guy is) make sure it doesn't get too out of hand that everyone else is useless.
Slayer: They like killing stuff. They're your typical door basher that just wants a steady stream of monsters to put a sword to. Arguably the easiest players to deal with. Keep them happy by having interesting combat mechanics come into play, springing combat suddenly onto the party and vividly describing what their character does in battle. Keep them reigned in, however, lest they turn the campaign into a meat grinder.
Storyteller: At the opposite end of the story spectrum from the Actor, a Storyteller enjoys the overarching plot as opposed to any single character. They enjoy a rich narrative and a well thought out world. Keep them engaged by using their character's background as some groundwork for an adventure or two, have recurring characters they can watch evolve and make sure to keep every quest at least plot related. Make sure that they don't hog the spotlight, though, or force other characters to curb their ideas to fit the story exactly.
Thinker: The problem solver of the group. They prefer to make cool and collected decisions that solve a problem with minimal risk and wasting the least amount of resources. They take their time to make actions to consider every possibility. Reward their planning with in game benefits, let a scenario become one sided in their favour due to planning and add puzzle solving sections to encounters to keep them happy. Ensure they don't start bossing other players around or stall the game by taking too long to act or you might be in trouble.
Watcher: These players aren't necessarily interested in the game, more so that they're interested in just being with the people at the table for the social aspects. They'll put as much effort as they need to, but aren't terribly invested in the mechanics or story. These players are great to have to help calm other, more invest, players down when things get heated, fill gaps in a party's glaring weaknesses and is generally a reliable player because they don't want to let the people playing down. Make sure you prompt them when need be but accept the fact they won't be as engaged as everyone else to keep them happy. Don't let them become a distraction, however, by letting their wandering attention distract other players.
Identify or ask your players which role they identify with the most and you can start to construct the game towards what they want to see out of it.
As for your question? I'm a bit of an instigator with a healthy dose of power gamer and slayer mixed in, so I enjoy large quests with exotic locations with many interesting battles that can test the limits of my character's abilities. As long as I can keep exploring and have a steady stream of challenge, especially combat, I'm a pretty happy camper and the rest of the traits -such as actor and storyteller- will flow from there.