Warmduscher
First Post
So, there has been talk in our D&D group about giving the Worlds largest dungeon a try, possibly with 4E even and with all the discussion about encounter setting I got some ideas that sounded pretty interesting... in my head at least. One of the problems I see with using the WLD setup in 4E is that the encounters are difficult to prepare in advance.
The best thing about it is that the players get to choose how to interact with all the different humanoid tribes... attack them on sight, trade with them, maybe even ally against a stronger foe? What brings me to an idea... don't stat out specific encounters or decide what exactly a certain tribe consists of but give every tribe or large group of humanoids an xp pool as an abstraction for their numbers, resources and overall capabilites and decide on some general tactics they use to confront enemies. From that you can come up with specific encounters depending on what your players are doing at the moment.
Say the PCs run into a kobold tribe for example. The GM decided beforehand that the tribe got 2000 xp in resources total and their usual tactic with unknown intruders is sending one or two of their weakest up ahead to confront the intruders and find out what they're up to (spending only minimal exp on it as those two are minion at best). In the case that they're hostile they heavily trap the corridor their scouts go through (spending a good bunch of the tribe xp on traps) while the rest of the strong warriors await the result.
The fun thing is that you can play politics with that. The players helping a tribe could have the effect of it gaining more xp which could help them in turn to have more powerful allies. Heck, one could use this model for a larger scale as well. Say the players are in a typical PoL setting and adventure to help their hometown. As they succeed in securing new resources and proecting the town the xp pool of it grows and as such again the capabilities that they can command as allies.... propably a good way to model the resources the ruler of their town trust them with (if they don't rule it themselves).
So, any comments? I think this could get used to make the simulationist crowd happier with the new system again. Devising a mechanical way how their choices and aventures have a profound effect on their surrounding could go a long way.
The best thing about it is that the players get to choose how to interact with all the different humanoid tribes... attack them on sight, trade with them, maybe even ally against a stronger foe? What brings me to an idea... don't stat out specific encounters or decide what exactly a certain tribe consists of but give every tribe or large group of humanoids an xp pool as an abstraction for their numbers, resources and overall capabilites and decide on some general tactics they use to confront enemies. From that you can come up with specific encounters depending on what your players are doing at the moment.
Say the PCs run into a kobold tribe for example. The GM decided beforehand that the tribe got 2000 xp in resources total and their usual tactic with unknown intruders is sending one or two of their weakest up ahead to confront the intruders and find out what they're up to (spending only minimal exp on it as those two are minion at best). In the case that they're hostile they heavily trap the corridor their scouts go through (spending a good bunch of the tribe xp on traps) while the rest of the strong warriors await the result.
The fun thing is that you can play politics with that. The players helping a tribe could have the effect of it gaining more xp which could help them in turn to have more powerful allies. Heck, one could use this model for a larger scale as well. Say the players are in a typical PoL setting and adventure to help their hometown. As they succeed in securing new resources and proecting the town the xp pool of it grows and as such again the capabilities that they can command as allies.... propably a good way to model the resources the ruler of their town trust them with (if they don't rule it themselves).
So, any comments? I think this could get used to make the simulationist crowd happier with the new system again. Devising a mechanical way how their choices and aventures have a profound effect on their surrounding could go a long way.