I'm A Banana
Potassium-Rich
I'm not totally shocked that the move from encounter-balanced D&D to daily-balanced D&D is catching some folks off guard. It's different than the last 15 years of D&D have been, for a lot of tables. But it's meshing really nicely with how I DM, without feeling limited or constrained at all, and I think it's worth exploring what this looks like in practice, and how it might be different from or similar to the presumptions of earlier-e D&D.
A note before we get started: this thread is not about whether the Adventuring Day assumption is "correct" or not. It's about what it looks like when you put that model into practice, and how to plan your adventures for it, if you want. It's about putting it to use and seeing it in the wild, what you can do with it and how you use it. It is not about whether or not you personally feel that it's a good idea. There's other threads for that.
So without further preamble, the biggest idea I've found to be useful can be summed up as "trolls with goals." What's this mean in practice?
"Random Encounters" generally become "Random Side-Stories" or "Random Lairs"
You know that old OotS joke about every party having exactly one (fairly meaningless) encounter when going from Point A to Point B? There's still a point to some of these encounters (mostly, they give you a sense of flavor and environment), but personally, I feel they lack significant stakes. They're easy to win (even in 4e, where you nova with your dailies), they're pretty generic, and they can be tedious in that "roll dice to continue the plot" kind of way.
So screw those. No amount of "These guys are DEADLY XP TIMES TEN and are +5 CR ABOVE THE PARTY'S LEVEL" are going to make up for the encounter being basically superficial.
When I'm in a "main plot" kind of campaign, I might roll for random encounters between Point A and Point B, but rather than just "here are some trolls, how do you deal?", it becomes a story. What's the difference? Well, they're trolls with goals, and those goals often link up to my main plotline in some way. Like, it's not just a group of wandering trolls, it's a clan of trolls displaced by dragons / elementals / demons and in search of a new home. Or its a lair of trolls who some cultists have run afoul of. It's a short mini-quest, complete with like 6 encounters and treasure and a goal (the DMG's random tables make this pretty slick). And, usually, it's skippable. But the thing is, if they skip it, or if they can't complete it in one rest, they suffer some narrative loss for that. A village is destroyed. The party loses the element of surprise. A villain's plot advances a bit. The reward for participating is usually the treasure, and often some story goal (the village is at risk, the monsters might be telling the villain about you, you have a chance to stop the villain's machinations, etc.).
When the campaign is a little more "sandboxy," these might still tie into my campaign's overall themes, but they're more likely to just be lairs with a few quest hooks. "Trolls live here. You remember being told back in town that they've been raiding caravans, and the merchant's guild has offered quite a substantial reward for clearing them out."
One of the big differences is that if the party is "clearing out a lair," 6-8 encounters isn't the WHOLE lair, it's just what it takes to drive off the critters. There's HUNDREDS of goblins, but if you wipe out a few handfuls of them, the rest of 'em will take off into the forest again, and that's a success!
This isn't always necessary - sometimes, I'm cool with the party encountering a group of monsters that they can trounce (especially if the only goal is to provide some context to the world), if they're into that. But if I'm looking to challenge the party with the interlude, I'll make a dungeon, not an encounter.
Enemies Are Pro-Active and Re-Active
The central idea is that monsters don't sit around waiting to be killed by PC's. Because they are "trolls with goals," they've got things they want to do, and that they are actively working towrads. They're not just sitting around being vaguely evil, they're DOING BAD THINGS, and on course to do more. I think of it like this: every time the party rests, the monsters get a "rest action."
What do they do with their "rest action?" With an hour, they might cast some spells in preparation, or do some rituals to find out more information. They might build a quick trap or flee to a more defensible position. If they don't already know the party is there, they might conduct their normal scouting routes and potentially discover the party. Some encounters might even flee, taking treasure / macguffins / etc. with them.
Their goals feature into this. If the trolls want to destroy the town, they might wake up halfway through their long rest to the town half ablaze.
This ALWAYS creates some time pressure for the party, because the enemies use the time the party rests to do their own thing. There's always a cost to resting, always something you're giving the enemy when you recover, and that emerges naturally out of thinking what do the enemies do here?
The natural consequence of enemies that want things is that they want to do things that the players want to stop.
The Dungeon is a Chronology
There's no structural distinction between a city adventure, a dungeon adventure, and a wilderness adventure when you see gameplay through this lens. Dungeons do it almost automatically, but the others fall into the same narrative pattern: beginning, middle, and end. Even "sandboxy" adventures have this structure (often baked into the geometry: outside, inside, and deep inside).
When your trolls have goals, their goals proceed according to this structure as well: their plans start, are put into motion, and have an endpoint. The players move through these goals in that structure: they discover the plans, they see the plans in motion, and they then see what the plan would achieve when complete. These are Act 1, Act 2, and Act 3 in terms of story structure. Or, to maybe put it even more simply: the setup, the moment of darkness, and the climax.
This is the rest structure in 5e: Act 1 -> short rest -> Act 2 -> short rest -> Act 3 -> long rest.
In practice, think of it this way: your players are in a city and you decide you want the local baron to make a bid for the throne while they're around. So you make a random dungeon map. This is a map not of physical space, but of the baron's plot to assassinate the king and have his puppet take over. The rooms closest to the entrance/exit are encounters where the PC's start to hear about the plot (perhaps they encounter a group of trolls who, when faced with death, admit that they were paid off by the baron's agents to distract the party). The next layer in is when the plot gets into motion (the party has a chance to stop an attempt on the kind's life by hired assassins). The third layer is when the plot either comes to fruition or fades out (the party can try to track down and apprehend the baron). As the players move between rooms in the dungeon, they move in time, not in space. And because the Baron is a troll with a goal, he's not going to wait around for the party to be well rested before he strikes: outside to the inside of the dungeon is only going to take a day. If it's going to take longer, it's multiple dungeons, each "day" being a dungeon.
Your ideas!
How do you plan for a full day of adventure? What tips and tricks do you have for those that might be more used to planning per encounter?
A note before we get started: this thread is not about whether the Adventuring Day assumption is "correct" or not. It's about what it looks like when you put that model into practice, and how to plan your adventures for it, if you want. It's about putting it to use and seeing it in the wild, what you can do with it and how you use it. It is not about whether or not you personally feel that it's a good idea. There's other threads for that.
So without further preamble, the biggest idea I've found to be useful can be summed up as "trolls with goals." What's this mean in practice?
"Random Encounters" generally become "Random Side-Stories" or "Random Lairs"
You know that old OotS joke about every party having exactly one (fairly meaningless) encounter when going from Point A to Point B? There's still a point to some of these encounters (mostly, they give you a sense of flavor and environment), but personally, I feel they lack significant stakes. They're easy to win (even in 4e, where you nova with your dailies), they're pretty generic, and they can be tedious in that "roll dice to continue the plot" kind of way.
So screw those. No amount of "These guys are DEADLY XP TIMES TEN and are +5 CR ABOVE THE PARTY'S LEVEL" are going to make up for the encounter being basically superficial.
When I'm in a "main plot" kind of campaign, I might roll for random encounters between Point A and Point B, but rather than just "here are some trolls, how do you deal?", it becomes a story. What's the difference? Well, they're trolls with goals, and those goals often link up to my main plotline in some way. Like, it's not just a group of wandering trolls, it's a clan of trolls displaced by dragons / elementals / demons and in search of a new home. Or its a lair of trolls who some cultists have run afoul of. It's a short mini-quest, complete with like 6 encounters and treasure and a goal (the DMG's random tables make this pretty slick). And, usually, it's skippable. But the thing is, if they skip it, or if they can't complete it in one rest, they suffer some narrative loss for that. A village is destroyed. The party loses the element of surprise. A villain's plot advances a bit. The reward for participating is usually the treasure, and often some story goal (the village is at risk, the monsters might be telling the villain about you, you have a chance to stop the villain's machinations, etc.).
When the campaign is a little more "sandboxy," these might still tie into my campaign's overall themes, but they're more likely to just be lairs with a few quest hooks. "Trolls live here. You remember being told back in town that they've been raiding caravans, and the merchant's guild has offered quite a substantial reward for clearing them out."
One of the big differences is that if the party is "clearing out a lair," 6-8 encounters isn't the WHOLE lair, it's just what it takes to drive off the critters. There's HUNDREDS of goblins, but if you wipe out a few handfuls of them, the rest of 'em will take off into the forest again, and that's a success!
This isn't always necessary - sometimes, I'm cool with the party encountering a group of monsters that they can trounce (especially if the only goal is to provide some context to the world), if they're into that. But if I'm looking to challenge the party with the interlude, I'll make a dungeon, not an encounter.
Enemies Are Pro-Active and Re-Active
The central idea is that monsters don't sit around waiting to be killed by PC's. Because they are "trolls with goals," they've got things they want to do, and that they are actively working towrads. They're not just sitting around being vaguely evil, they're DOING BAD THINGS, and on course to do more. I think of it like this: every time the party rests, the monsters get a "rest action."
What do they do with their "rest action?" With an hour, they might cast some spells in preparation, or do some rituals to find out more information. They might build a quick trap or flee to a more defensible position. If they don't already know the party is there, they might conduct their normal scouting routes and potentially discover the party. Some encounters might even flee, taking treasure / macguffins / etc. with them.
Their goals feature into this. If the trolls want to destroy the town, they might wake up halfway through their long rest to the town half ablaze.
This ALWAYS creates some time pressure for the party, because the enemies use the time the party rests to do their own thing. There's always a cost to resting, always something you're giving the enemy when you recover, and that emerges naturally out of thinking what do the enemies do here?
The natural consequence of enemies that want things is that they want to do things that the players want to stop.
The Dungeon is a Chronology
There's no structural distinction between a city adventure, a dungeon adventure, and a wilderness adventure when you see gameplay through this lens. Dungeons do it almost automatically, but the others fall into the same narrative pattern: beginning, middle, and end. Even "sandboxy" adventures have this structure (often baked into the geometry: outside, inside, and deep inside).
When your trolls have goals, their goals proceed according to this structure as well: their plans start, are put into motion, and have an endpoint. The players move through these goals in that structure: they discover the plans, they see the plans in motion, and they then see what the plan would achieve when complete. These are Act 1, Act 2, and Act 3 in terms of story structure. Or, to maybe put it even more simply: the setup, the moment of darkness, and the climax.
This is the rest structure in 5e: Act 1 -> short rest -> Act 2 -> short rest -> Act 3 -> long rest.
In practice, think of it this way: your players are in a city and you decide you want the local baron to make a bid for the throne while they're around. So you make a random dungeon map. This is a map not of physical space, but of the baron's plot to assassinate the king and have his puppet take over. The rooms closest to the entrance/exit are encounters where the PC's start to hear about the plot (perhaps they encounter a group of trolls who, when faced with death, admit that they were paid off by the baron's agents to distract the party). The next layer in is when the plot gets into motion (the party has a chance to stop an attempt on the kind's life by hired assassins). The third layer is when the plot either comes to fruition or fades out (the party can try to track down and apprehend the baron). As the players move between rooms in the dungeon, they move in time, not in space. And because the Baron is a troll with a goal, he's not going to wait around for the party to be well rested before he strikes: outside to the inside of the dungeon is only going to take a day. If it's going to take longer, it's multiple dungeons, each "day" being a dungeon.
Your ideas!
How do you plan for a full day of adventure? What tips and tricks do you have for those that might be more used to planning per encounter?