Originally Posted by
JAL_1138
2) Someone mentioned Shadowrun earlier, and that gave me an idea. Play it like Shadowrun. Assume their characters are experienced adventurers relying on common knowledge (in adventuring circles anyway) about monsters. They've been around the block, so they do know to break out the acid when dealing with trolls, just like a competent Shadowrunner can ballpark the abilities and weaknesses of likely opponents. Remove that from your story expectations. The "quest-givers" are, in fact, Johnsons whose only function is to hire (and occasionally betray) the adventurers. The task might not be to go kill the monster, though. It might be to extract information, make deals, bribe officials, retrieve artifacts, extract a prisoner, persuade an individual to switch allegiances, solve problems in ways that bigger guns won't always work. (Diplomancy will need a fix, though.) They might need to hobnob with nobles, they might need to build relationships with outfitters who can supply them with the stuff they need to get the job done, they might need to keep the peace between competing adventurers' guilds. They might need to expressly avoid open combat with any ranking members of the organization they're up against, because it could start a war, or the retaliation would be bad enough that they'd have to go into hiding or flee the city, or some such. They have to engage other elements than "beat the monster's DR" if they want to get the best outcome, or even a non-disastrous outcome in some cases. They've got to be clever, they've got to engage, they've got to accomplish goals that don't just involve "go kill monsters."
Also, throw in time limits and decision points that affect mutually-exclusive goals. Give them decisions they can't just optimize for--if they do X, they can't do Y (unless they come up with something clever you hadn't accounted for but that would work), because there isn't time or because it will otherwise eliminate the opportunity.