·
Tutorial-
The party cannot fail. This is either because an NPC travelling with the party
will solve all the challenges, or because dues es machina will save the party
to prevent failure. NPCs and the world at large will largely ignore ridiculous things
the PCs do. (A necromancer PC with undead followers who were once townsfolk
will get no more than odd looks or comments from NPCs). Characters will not die in combat because they
will be resurrected/healed by an NPC or NPCs will suddenly start missing
characters, or spread their attacks up so that characters cannot/will not be
killed. (NPCs may all target the regenerator for instance, or use ineffectual attacks).
·
Merciful-
The party cannot fail the mission, except by dying in combat. Combats are not
designed to kill party members, but critical failures may cause characters to
die. NPCs will stop attacking characters who are unconscious, even if they are
evil killer NPCs. TPKs will generally be avoided by dues es machina or NPCs. If the party does fall, they will be captured
and allowed to escape, either by NPCs or other players. A mission the party is about
to fail will become easier or solved by NPCs. NPCs will ignore any weirdness
for party members, though there may be an upper limit to this. (People will
still not believe in magic despite seeing a flying rapist fly off with a
possessed succubus whilst throwing fireballs, but there will be a reason given
as to why). Characters who are purposefully disruptive may have trouble with
NPCs. (A demon walking around in the church is okay, but not with a bunch of
mind controlled thralls.)
·
Polite-
It is possible to fail missions if the characters are complete idiots, but each
mission will have 3-4 ways of success, custom built to the skills of each team
member, so the players will never not have one of the ways at their disposal.
If PCs don’t show up, and NPC with that skill will be made available. Combat
will be difficult, but usually not deadly. NPCs will react to ridiculous characters,
though they will generally be understanding and willing to work with people
they don’t like. TPKs are possible but very unlikely. NPCs are available to
solve the missions if the PCs ask them to and are willing to give up a portion
(or all) of the mission rewards.
·
Tough-
Missions are possible if the PCs behave intelligently, though can potentially
be failed if the PCs miss a vital clue or act suboptimally. A mission will
generally have 2-3 ways to succeed, but those ways may not be immediately apparent
and may require skill rolls to identify those ways. Combat may be deadly,
though if handled appropriately may be easy (there may be ways to bypass or
make combats easy- though those means will need to be discovered and may not be
apparent). Character death is possible but most combats do not include
character death unless the party is acting sub-optimally. TPKs are possible but
rare. NPCs will often have pre-written goals/motive/prejudices which may make
it difficult to play characters that are not the norm (such as metahumans,
females, elves, etc). Character choices will have far reaching consequences,
both positive and negative, based on how they interact with NPCs.
·
Nasty-
Missions will generally end with the mission parameters met, though complete
success will be difficult to obtain, and will require the PCs to work intelligently
and/or together, or use resources to accomplish. There will usually be 1-2 ways
to complete a mission, and those ways will be difficult to accomplish, as well
as sometimes be non-obvious. Characters are not expected to always get 100% completion.
Combats are deadly and difficult, and the players must actively avoid TPKs,
though they will be easily avoided if the party makes effort. NPCs will not be
assumed to be helpful to the players, and there are generally some level of
obstacle to most interactions- any NPC you want help from may have a side
mission or need a diplomacy check rather than starting helpful. Villians will
act intelligently/efficiently. Unconscious characters will still be targeted by
villains who wish to kill the party, especially if a healer is present. Characters
will find consequences for virtually all their actions, positive or negative,
even if it’s not clear. Characters will have to make choices frequently without
having all the information.
·
Cruel-
Missions are very difficult to complete, either because they require so many
steps that the whole campaign is trying to overcome this one mission, or
because the challenge rating is so high that only via super rolls, or
especially clever play can it be defeated. The missions are generally
challenges, so completing the mission may not be necessary to continuing the
campaign. NPCs are generally non-helpful, either because they’re weaker than
the PCs and have nothing to offer, or because the PCs are generally distrusted
by the world, or because every NPC requires special handling to get help out
of. TPKs are common. Players need to make their characters together and all show
up because the mission won’t be adjusted for lack of players. NPCs helpers may
be available, but they will come with obstacles as well as assistance.
Characters will find that all their actions have consequences and that they are
generally negative. Do not expect that familiars, animal companions, houses, businesses
etc to survive unless they are in your sight at all time, and sometimes not
even then. Usually your immediate equipment is safe from GM theft, but not
always. Players may have to go to ridiculous lengths to defeat enemies, as the
enemies are made to be as smart and powerfull as the player with the same genre
savvy player creation thoughts. (Half red dragon trolls with acid immunity, for
example).
·
Evil-
These are generally considered one-offs or similar because everything the
characters touch either explode or attack you. The tomb of horrors is a great
example, the Gygax setup. Every NPC is secretly out to betray you, or use you,
and the PCs are often pitted against each other directly and on purpose. The
missions are so difficult you are not intended to win: winning means you literally
beat the GM at his own game by making characters that he could not destroy with
his pre-written module. TPKs happen more than surviving the mission does
(though TPK may not mean death- players may be transformed, teleported away,
have all their stuff stolen, dropped down to 1st level, or any means
of ridiculousness). PCs will generally be at massively different power levels
due to character replacement or XP rules, and critical hit/fumble charts
themselves cause massive turnover. Characters who do not die will have extremely
powerful magical items, but also likely be maimed in some way (such as missing
arms/legs/or being cursed by dark gods). The party constantly meets characters
more powerful than them and must often tread lightly in an attempt to sell the
NPC on not killing them.