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[Very Long] Combat as Sport vs. Combat as War: a Key Difference in D&D Play Styles...
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<blockquote data-quote="S'mon" data-source="post: 7561174" data-attributes="member: 463"><p>I just started running 5e Primeval Thule, which is a more Dramatist type setting in orientation, designed to create "thud and blunder" type swords and sorcery fiction reminiscent of the more lurid pulps, Marvel's Savage Sword of Conan, and suchlike. The GM's Companion has some nice wandering monster tables but I find I use them more to get a sense of what the world looks like in game terms, rather than rolling them in-play. Eg I'll pregenerate a merchant ship & crew or a beastman warband using the tables, but in play I'll decide or roll for when those specific things appear rather than completely randomly. This approach also worked well in 4e (although 4e lacked encounter tables, in places it did have indications of what encounter groups might look like).</p><p></p><p>Conversely when running 5e Wilderlands sandbox, I find proper random tables help procedurally create the world in play, when used in conjunction with the material already placed on the highly detailed hex maps. So eg at one point the PC was travelling cross-country towards Actun over a wild forest, when I rolled (using the XGTE tables) an encounter with an ancient green dragon (PC escaped!). Now we know there's an ancient green dragon in that forest west of Actun, which will become part of the world going forward.</p></blockquote><p></p>
[QUOTE="S'mon, post: 7561174, member: 463"] I just started running 5e Primeval Thule, which is a more Dramatist type setting in orientation, designed to create "thud and blunder" type swords and sorcery fiction reminiscent of the more lurid pulps, Marvel's Savage Sword of Conan, and suchlike. The GM's Companion has some nice wandering monster tables but I find I use them more to get a sense of what the world looks like in game terms, rather than rolling them in-play. Eg I'll pregenerate a merchant ship & crew or a beastman warband using the tables, but in play I'll decide or roll for when those specific things appear rather than completely randomly. This approach also worked well in 4e (although 4e lacked encounter tables, in places it did have indications of what encounter groups might look like). Conversely when running 5e Wilderlands sandbox, I find proper random tables help procedurally create the world in play, when used in conjunction with the material already placed on the highly detailed hex maps. So eg at one point the PC was travelling cross-country towards Actun over a wild forest, when I rolled (using the XGTE tables) an encounter with an ancient green dragon (PC escaped!). Now we know there's an ancient green dragon in that forest west of Actun, which will become part of the world going forward. [/QUOTE]
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