I'm A Banana
Potassium-Rich
Balesir said:OK, so they'll be planned some other way - what's the big deal? You can plan them in whatever way you want regardless.
Well, that's kind of the point of it -- they won't be planned at all.
Balesir said:So ignore the encounter guidelines, if you want everything to be totally arbitrary.
Everything? No. It's useful to know how much the party is expected to be capable of achieving before they're dead.
Arbitrary? Also no. The encounters that happen aren't planned by the DM, but they might be cultivated by the players. I don't decide what fights they get into, they do.
Balesir said:It sounds like we're really talking about "what the problem before the players is",
That's defined at a level well outside of the encounter. Slay the dragon, get the McGuffin, escort the NPC, whatever.
Balesir said:We were talking about planning and preparation a moment ago - are you suggesting you need to calculate encounter values on the fly during play, now?
I am suggesting that I do not need to create "encounter values" at all.
Balesir said:Immersion and simulationism and all that stuff is fine and good in actual play; it's a perfectly valid approach. In design of mechanical systems and guidelines, however, it's dysfunctional. Why? Because what the systems must deal with in reality is a group of real players sat around a real table rolling real dice. If their heads are off in some alternate galaxy during play, that's fine, but if the designer is off in that galaxy designing the game then what you're going to get is a mess.
You can design mechanics in such a way that they do not break the shared suspension of disbelief, so that they are intuitive and transparent rather than obvious and glaring. See here, point #2 , for some clarification of why bald mechanical interference is a problem for me.
Balesir said:The players will never really be setting up their own encounters unless you actually give them the tools and the power to manipulate the design you have made; I would be amazed if, while playing D&D, you get anywhere near that.
Was doin' pretty OK before I DMed 4e and all of a sudden was required to define an encounter. And even there, though it was an up-hill struggle.
Balesir said:The encounters will be set up according to the arbitrary decisions you make as GM - based on your own head-model of how the world works - in response to the uninformed multiple guesses that your players come up with.
I don't set up encounters. I set up adventures. I set up scenarios. I provide a world full of interesting things to interact with. The form that interaction takes isn't a decision I want to make, it's a choice I want to leave with my players.
Balesir said:Just a suggestion: add up a reasonable "day's worth" of encounters and just put them into your scenario. Use 4 times an average encounter, maybe, as a starting point. Voila - adventuring day.
I see you read my first post in this thread.
