D&D 5E WotC Is Designing Adventures With Shorter Content Chunks

In a recent interview, WotC’s Jeremy Crawford talked about how WotC’s D&D design accommodates streaming and busier adult gamers by dividing adventures into shorter, bite-sized content. https://www.gizmodo.com.au/2021/07/dds-lead-rule-designer-explains-why-actual-play-has-influenced-the-game “So you’ll notice that around the time we came out with the Essentials Kit and then continued on...

In a recent interview, WotC’s Jeremy Crawford talked about how WotC’s D&D design accommodates streaming and busier adult gamers by dividing adventures into shorter, bite-sized content.


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“So you’ll notice that around the time we came out with the Essentials Kit and then continued on with a lot of our adventure content — even when it’s a large, epic campaign, like last year’s Rime of the Frostmaiden —they’re much easier to divide up into digestible segments that where … if the DM wants to just read a part of this big book, or just run one of these little quests, we’re making that easier to do. Not only to make things less arduous for a brand new Dungeon Master, and with new groups of players coming to D&D for the first time, but also because of that format of play, also suits streamed games better.

“We know streamed games, with the exception of maybe Critical Role, tend to be shorter than a lot of [traditional] tabletop games. You know, in the old days and even today, a lot of people’s tabletop games [sessions] might range between three and four hours, although we’re seeing the average length go down — most streamed games are often sometimes as short as two hours, or even 90 minutes.”
 

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Zardnaar

Legend
Yeah, this is a good thing - I found some years ago that the published campaigns just didn't fit with the sessions I was running at the time, so found I had no choice to go to homebrew. The 5e adventures are definitely better structured for my needs... or, at least, the needs I had those years ago. :)

Think I prefer things like Candlekeep Mysteries and Yawning Portal.

Never completed on of the larger APs.
 

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Hussar

Legend
As someone who runs almost exclusively on FG now, I agree. Dyson's maps are great but they lack a certain quality on FG. Luckily, there are always plenty of options available on the DMsGuild and Rime in particular has some really good maps.
I totally get why they do it. Why bother having these full color maps in the module where only the DM will ever see them? I think most tabletop games have some sort of dry erase mat and a marker - sketch the outlines, easy enough to copy from the module, and you're good to go. The maps are pure reference, not meant to be part of play. So, sure, it makes sense to have these very clear, sharply defined maps that are super easy to read.

However, since we're on VTT's, they don't exactly work as well since maps in a VTT are often meant to be a significant part of the play experience. Particularly when you have things like dynamic lighting and line of sight. Adds a great deal to an adventure when you actually have to pay attention to how big your light sources are and what you can actually see. I do love how Fantasy Grounds now has characters with dark vision only see the map in greyscale. An effect that is largely lost when the map is monochrome.
 


Li Shenron

Legend
Great idea.

While I am growing more and more detached from the direction taken by crunch books in 5e, I think adventure design is getting better.

My ideal as a DM would be to have adventures I don't even have to read in advance but could sort of "read along" while running the game itself, and discover the plot together with my players. Impossible? Maybe with traditional printed books, but the future might bring new innovative adventures formats.
 

Agree with all the people saying this is a good thing. Certainly if I look back through all the pre-gen material I've used through the years, and that I and the group have enjoyed, an awful lot of it fits this model, either by being a long adventure which was broken up into sensible-length bits, or being a short adventure. I've liked this sort of thing for decades really. Adventures which are like eight hours+ long to play out without a real stopping point have a certain charm but haven't work as well.
 

Marc_C

Solitary Role Playing
A good decision.

For the last 5 years we've played for about 3-4 hours (7-11pm). I feel like we are more focused with only 10 minutes of chitchat before and after the game. There are jokes of course but no major non-game discussions that last too long. This duration did not change with the use of VTT.

At 90 minutes I wouldn't bother and reschedule.
 

TheSword

Legend
Let’s be clear. Ghosts of Saltmarsh is aboslutely not split up into 2-3 hours chunks. We’ve been playing for about 6 hours and are still on the first mansion. Breaking larger campaigns down into modules though is a great idea that Paizo have been running with since Shackled City.

I get the impression that 2-3 hour chunks is more like the early parts of Rime… smaller locations with 1-3 encounters in them. Much much smaller than what we would typically consider a module. I’m not sure how I feel about that. In some cases sure it’s great. But I would still want a decent amount of variety. Some large, some small.

As long as it doesn’t end up like Paizo’s adventurers league. Very sparse units of adventure, shallow and only loosely connected.
 
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Yenrak

Explorer
Back when we were playing in my parents basement, mostly AD&D (first edition although second edition came out while we were playing; we just ignored it), four hours was considered extremely short. Frequently played 6 to 8 hours, often staying up all night, sometime napping and then coming back.

I think we played for two days straight at the end of Temple of Elemental Evil.
 

Urriak Uruk

Gaming is fun, and fun is for everyone
Personally, I would love a return to the montly magazines, Dragon, Dungeon, Polyhedron . . . .

But times, they are a changin! A monthly magazine format would be incredibly hard to pull off successfully today. For WotC, the DMsGuild takes up some of that space, and there's also OGL products to fill that need. There is a growing community of fan-creators putting out zines, bite-sized RPG content, but it isn't quite the same format as a regular monthly magazine.

The only successful RPG periodical I'm aware of is the Pathfinder Monthly, which is also a different beast from the classic Dragon Magazine (no ads, higher price point, focus on one game & setting).

At minimum, it would be nice to have one Dragon/Dungeon Magazine style adventure in new issues of Dragon+. Gives me a much better reason to actually look at that.

Right now it's just a product catalog, sometimes with a good interview (usually around when they announced a new product). Extremely big stepdown from the first magazines.

I'm not holding out for anything print though, economically almost no one can do that anymore.
 

Reynard

Legend
Great idea.

While I am growing more and more detached from the direction taken by crunch books in 5e, I think adventure design is getting better.

My ideal as a DM would be to have adventures I don't even have to read in advance but could sort of "read along" while running the game itself, and discover the plot together with my players. Impossible? Maybe with traditional printed books, but the future might bring new innovative adventures formats.
I don't think it is impossible at all and it is a design goal i have for my own work. It just takes the view that words are not as important as graphic design in adventure formatting. Pretty much since the end of the 70s adventure designers became writers instead and suddenly walls of text started obscuring the actual adventure. And getting paid per word didn't help.

All that text is fine for the back story and the setting fluff, but in the actual adventure it is a detriment. The GM shouldn't have to comb through it to find the important details for running the thing. Annotated maps,informative icons, info graphics and other tools can do that job better.
 

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