Effrom al'Relik |
I must be finding things a bit different from most, but I've had to change a number of things in Whispering Cairn to make things a bit more acceptable to my style of DMing and more interesting to the players. This is the first time I've used published adventures in the modern era, I haven't used one since the 2nd Edition days. I wanted a more active role and my players wanted more actual roleplaying, so I adapted.
My players are "good with math" as well, and so they min/max whenever they can get away with it. My response is to min/max the encounters. They don't like it much, so they try to be careful.
As a DM it's my responsibility to make the game work, and that means I have to do the work. If I don't like something in the module, I change it. Has it been tough on my group? Sure. They've suffered quite a bit. No deaths yet, but I expect them. I warn my players that I expect a 50% death rate in low level adventures, and they accept this. They keep extra characters in the chute just in case. They are adventurers, and that means risk.
I've read and prepared for the first three adventures. I'm through most of the first, and as I've said, they've suffered, but they aren't bored. And when they do complain it isn't about the adventure. It's about how they've handled things. They've had a good laugh about their mistakes at the end of the sessions. They've had a good time and that's why we play, after all.