I'm A Banana
Potassium-Rich
Linkey-poo.
I really, really like this blurb:
"there's more to do than just fight things."
aaaaaaaaaaaaaah.
I also like this:
"Entire day" encounters? Strategic resource management (he says over the course of a day, which still seems short to me, but eh, it's a step in the right direction!.
It really sounds like they're grokking at least the basics of adventure-level design instead of encounter-level design, and for that I am very, very excited!
There's a lot of other supportive things in the second question, too!
The first question is about the shugenja, and it's a good explanation, and I'm generally a bigger fan of making something new that is kind of cool than in making something new that is kind of cool and slapping an old name on it for the hell of it ("archons"?!)
I really, really like this blurb:
Rodney Thompson said:In an environment where the adventure is balanced between exploration, combat, and interaction (some folks took umbrage with it the last time I used “roleplaying” here instead of “interaction,” which is a fair complaint), the 15-minute day simply makes less sense. Even in a dungeon crawl environment, if there’s more to do than just fight things, there is a reason to keep pushing on even when one’s resources are relatively depleted, because you might find something around the next corner other than a fight. Furthermore, adventuring is about facing danger to reap rewards, and if the adventure makes it easy for the players to rest after each fight, that may mean that the danger isn’t sufficient, or that the rewards are not great enough.
"there's more to do than just fight things."
aaaaaaaaaaaaaah.
I also like this:
Rodney Thompson said:In Dungeons & Dragons, managing one’s resources should not be a purely tactical concern (that is, managing spells and hit points over the course of a single encounter), but a strategic one (managing expendable resources over the course of an entire adventuring day). Furthermore, if your players are keen on resting after only a single fight, even if their resources are only slightly depleted, then your players may be sending you a message about the play style that they prefer, and we should be putting the tools in the hands of the DM to create adventures that contain only a single, huge combat encounter to cover the entire day’s worth of adventuring and still provide a satisfying adventure experience.
"Entire day" encounters? Strategic resource management (he says over the course of a day, which still seems short to me, but eh, it's a step in the right direction!.
It really sounds like they're grokking at least the basics of adventure-level design instead of encounter-level design, and for that I am very, very excited!
There's a lot of other supportive things in the second question, too!
The first question is about the shugenja, and it's a good explanation, and I'm generally a bigger fan of making something new that is kind of cool than in making something new that is kind of cool and slapping an old name on it for the hell of it ("archons"?!)
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