D&D 5E An "adventuring day" versus a day in the life of an adventurer

Charlaquin

Goblin Queen (She/Her/Hers)
One of my groups is playing in my remix of Dragon Heist, so there's not much risk from the elements or going hungry and, yes, there are days when they're asking questions and making connections and trying to figure out what's going on and who the bad guys are. Then they're given a mission to infiltrate some bad guys place and that becomes an adventuring day. The other days will make minor dents in their resources but nothing like a real adventuring day.

I agree that PCs are always in the midst of adventure, they are the protagonists after all, but these adventuring days are intended to be especially challenging days that will sap their resources to the limit and make them feel like they eked out a victory.
I’m also working on a dragon heist remix, and I agree that the way it’s written does have a lot of gaps between what I would consider “adventuring.” But compare to a dungeon or other adventure location. There are rooms with traps, monsters, and/or hidden stuff to find (i.e. encounters) and there are rooms without. When running a more socially-focused adventure, you can think of each scene like a room in a dungeon. In a typical adventuring day, the party will play through several such scenes that challenge them and tax their resources, and several such scenes that don’t. That’s perfectly normal.

I will say, I empathize with your plight when it comes to urban adventures in general, and Dragon Heist in particular. One of the things I’m doing in my prep work is defining scenes and encounters within the story, and there are definitely going to be a few adventure-light days. But I think those days can be largely narrated over, the same way you would an empty dungeon hallway.
 

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Charlaquin

Goblin Queen (She/Her/Hers)
Which is part of why I usually hand-wave travel except at low levels. There may be times when they encounter something dangerous, but generally it will be handled with just some quick checks and possible setbacks if anything.

For example, if the group is travelling through goblin-infested areas they'll discuss precautions they're taking and I may describe some sample scenes. But I would only actually run a combat if it was potentially deadly which almost never happens. I may narrate a skirmish or two, but in general if they don't stumble across something unexpected we do very little with it.

But it also depends on the situation, there may not be anyplace safe enough to get a long rest.
This is a good method too! I like making exploration its own challenge, but it is equally valid to narrate over it and get right to the meat of the adventure. Or to run a few planned scenes of adventure between points A and B. Basically, I think the game is at its best when the players are taking risks and making meaningful decisions. If you’re going to play out travel, it should be focused on those decision points. Otherwise, may as well narrate over it.
 

robus

Lowcountry Low Roller
Supporter
I will say, I empathize with your plight when it comes to urban adventures in general, and Dragon Heist in particular. One of the things I’m doing in my prep work is defining scenes and encounters within the story, and there are definitely going to be a few adventure-light days. But I think those days can be largely narrated over, the same way you would an empty dungeon hallway.
I guess it very much depends on the group, mine is quite entertained with the role-play aspect which is quite heavy in an adventure like Dragon Heist, lots of NPCs to bribe, schmooze and intimidate, but not a lot of resource drain (though I did just have the Black Viper steal all their loot after they tried to get her arrested - unfortunately for them there was a gap between her finding out her cover was blown and the PCs showing up with the cops... :) She's now gone underground and they've made a bad enemy).

Anyway I'm happy to keep the adventuring days to those days of intense challenge where the PCs will be pushed to their limits, with high stakes and high opportunity.
 

Charlaquin

Goblin Queen (She/Her/Hers)
I guess it very much depends on the group, mine is quite entertained with the role-play aspect which is quite heavy in an adventure like Dragon Heist, lots of NPCs to bribe, schmooze and intimidate, but not a lot of resource drain (though I did just have the Black Viper steal all their loot after they tried to get her arrested - unfortunately for them there was a gap between her finding out her cover was blown and the PCs showing up with the cops... :) She's now gone underground and they've made a bad enemy).
I dunno, if players are making bribes, rolling checks, casting charm and/or buff spells, etc. in these interactions, I’d consider them encounters.

Anyway I'm happy to keep the adventuring days to those days of intense challenge where the PCs will be pushed to their limits, with high stakes and high opportunity.
Fair enough 😁
 

Asisreo

Patron Badass
Which is part of why I usually hand-wave travel except at low levels. There may be times when they encounter something dangerous, but generally it will be handled with just some quick checks and possible setbacks if anything.

For example, if the group is travelling through goblin-infested areas they'll discuss precautions they're taking and I may describe some sample scenes. But I would only actually run a combat if it was potentially deadly which almost never happens. I may narrate a skirmish or two, but in general if they don't stumble across something unexpected we do very little with it.

But it also depends on the situation, there may not be anyplace safe enough to get a long rest.



Good to know!
I think there's a sort of disconnect between what makes travel interesting in that, I don't need travel to be dangerous to be interesting, I just want it to be interesting. Think Skyrim or BOTW. You aren't necessarily in danger of something that could kill you if you're not careful when you tread off the roads, you're instead rewarded for going off and finding new things. That's what I want. Maybe a haul of 250gp when I investigate a cart, maybe a goblin attack instead, or maybe the cart was an illusion from the BBEG. None of these are particularly TPK inducing but it gave me a choice and a consequence that was either good or bad.

That's why I think getting cargo dropped is boring. It works in the same way that saying "After a long speech, you've convinced the duke of you're plight." And it's as valid but we can agree that someone roleplay-centered would be disappointed. Likewise, I'm exploration-centered which is rare but I get disappointed when the DM says "You pass an old ruin with the mark of the bandits while completing your 2 week journey, now you're at their camp what do you do?"

Of course, read the room about this stuff but even modules get it right most of the time. Think about the "random" trap or treasure in a wilderness setting from a module, it adds depth and breaths new life into the wilderness.

Like I said, make it like a dungeon crawl. Don't just go "You eventually get to the end of the dungeon, roll initiative for the boss." I know there's the difference in that the multiple encounters in-between shouldn't have long rests in-between but unless you make the dungeon with that problem in mind, they can do that by leaving the entrance and coming back and letting the forces dwindle. (Doesn't work with time-crunch or fleeing/reinforcement receiving enemies but still.)

I don't know, I guess I'm just disappointed that the "Skip travel" button is a default on so many DM's inner motherboard.
 

Oofta

Legend
I think there's a sort of disconnect between what makes travel interesting in that, I don't need travel to be dangerous to be interesting, I just want it to be interesting. Think Skyrim or BOTW. You aren't necessarily in danger of something that could kill you if you're not careful when you tread off the roads, you're instead rewarded for going off and finding new things. That's what I want. Maybe a haul of 250gp when I investigate a cart, maybe a goblin attack instead, or maybe the cart was an illusion from the BBEG. None of these are particularly TPK inducing but it gave me a choice and a consequence that was either good or bad.

That's why I think getting cargo dropped is boring. It works in the same way that saying "After a long speech, you've convinced the duke of you're plight." And it's as valid but we can agree that someone roleplay-centered would be disappointed. Likewise, I'm exploration-centered which is rare but I get disappointed when the DM says "You pass an old ruin with the mark of the bandits while completing your 2 week journey, now you're at their camp what do you do?"

Of course, read the room about this stuff but even modules get it right most of the time. Think about the "random" trap or treasure in a wilderness setting from a module, it adds depth and breaths new life into the wilderness.

Like I said, make it like a dungeon crawl. Don't just go "You eventually get to the end of the dungeon, roll initiative for the boss." I know there's the difference in that the multiple encounters in-between shouldn't have long rests in-between but unless you make the dungeon with that problem in mind, they can do that by leaving the entrance and coming back and letting the forces dwindle. (Doesn't work with time-crunch or fleeing/reinforcement receiving enemies but still.)

I don't know, I guess I'm just disappointed that the "Skip travel" button is a default on so many DM's inner motherboard.

Well, in my games some sessions are "just narration", aka role playing with a few checks here and there and they can be quite enjoyable.

I guess my point is that I don't feel it's necessary to do something just "because you should". If there's a reason to throw random encounters at the party, great.

On the other hand, many video games make the countryside "interesting" by having a monster that could destroy entire villages every half mile. I finally got around to playing The Witcher 3 after it had been sitting in my queue for a while and while I enjoy the game, you can't set foot out of town without being attacked by something.

That's kind of expected in a video game, but I want my campaign world to be a little more coherent and logical. Depending on location, era and PC level travel could be just schlepping from one location to another or it can be an ongoing matter of hiding or running from enemies far more powerful than the group. Sometimes it's somewhere in between.

But it's primarily just not a major focus of most of my campaigns, which is something that's going to vary a lot.
 


robus

Lowcountry Low Roller
Supporter
I don't know, I guess I'm just disappointed that the "Skip travel" button is a default on so many DM's inner motherboard
I would say it depends on the setting. Is the setting itself the star (or at least a star attraction?) The Sword Coast is not particularly fascinating, but Chult is. In Waterdeep, the NPCs are the attractions. If my adventure took place in some fantastic and mostly unexplored land (Zendikar, for example) I’d make travel and exploration the primary focus, the dangers coming from the land itself rather than some villain and their minions.
 

Asisreo

Patron Badass
Well, in my games some sessions are "just narration", aka role playing with a few checks here and there and they can be quite enjoyable.

I guess my point is that I don't feel it's necessary to do something just "because you should". If there's a reason to throw random encounters at the party, great.

On the other hand, many video games make the countryside "interesting" by having a monster that could destroy entire villages every half mile. I finally got around to playing The Witcher 3 after it had been sitting in my queue for a while and while I enjoy the game, you can't set foot out of town without being attacked by something.

That's kind of expected in a video game, but I want my campaign world to be a little more coherent and logical. Depending on location, era and PC level travel could be just schlepping from one location to another or it can be an ongoing matter of hiding or running from enemies far more powerful than the group. Sometimes it's somewhere in between.

But it's primarily just not a major focus of most of my campaigns, which is something that's going to vary a lot.
I'm about to blaspheme, but I didn't like The Witcher 3. I just couldn't get into it. What I want to reassure some DM's is that these little things that seem inconsequential are actually very meaningful in a different way. Think about in real life, you go to school, attend college, get a job, accomplish things on your bucket list, then die. That's your story quest but it's the other, optional things that can make things so much more enjoyable which gets skipped in a speedrun. Like, the wife sidequest and the friendship drops you get along the way make a gloomy and boring life so much more exciting.

Likewise, it's the wand of magic missile that we randomly obtained that adds a little something to the adventure. The random goblin who, knowing he's out-matched, begs the party to spare him and guide them through the dungeon only to flee when they need him most. Sure, you can write those in but it loses the charm of feeling like you went out of the way and got rewarded.
 


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