Dungeons & Dragons Has Done Away With the Adventuring Day

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Adventuring days are no more, at least not in the 2024 Dungeon Master's Guide. The new 2024 Dungeon Master's Guide contains a streamlined guide to combat encounter planning, with a simplified set of instructions on how to build an appropriate encounter for any set of characters. The new rules are pretty basic - the DM determines an XP budget based on the difficulty level they're aiming for (with choices of low, moderate, or high, which is a change from the 2014 Dungeon Master's Guide) and the level of the characters in a party. They then spend that budget on creatures to actually craft the encounter. Missing from the 2024 encounter building is applying an encounter multiplier based on the number of creatures and the number of party members, although the book still warns that more creatures adds the potential for more complications as an encounter is playing out.

What's really interesting about the new encounter building rules in the 2024 Dungeon Master's Guide is that there's no longer any mention of the "adventuring day," nor is there any recommendation about how many encounters players should have in between long rests. The 2014 Dungeon Master's Guide contained a recommendation that players should have 6 to 8 medium or hard encounters per adventuring day. The 2024 Dungeon Master's Guide instead opts to discuss encounter pace and how to balance player desire to take frequent Short Rests with ratcheting up tension within the adventure.

The 6-8 encounters per day guideline was always controversial and at least in my experience rarely followed even in official D&D adventures. The new 2024 encounter building guidelines are not only more streamlined, but they also seem to embrace a more common sense approach to DM prep and planning.

The 2024 Dungeon Master's Guide for Dungeons & Dragons will be released on November 12th.
 

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Christian Hoffer

Christian Hoffer

So likewise, when players say to the GM "Are you sure?", they are playing the game
There is no rule in D&D that allows players to challenge the DM’s fiction. RAW, the DM should ignore such a comment. It is not “playing the game” because it does not affect the game.

The players can pause the game to discuss rules and implementation with the DM. A good DM listens to all arguments, may consult books, then makes a ruling taking opinions into account.

But arguing about rules isn’t playing, it’s arguing.
 

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But the solution was an out of game one. There was no, in game, means for you to reject the fiction.

D&D does not have such.

To use a more blunt analogy:

We're playing chess. I see that I am one move away from getting check mated. Instead of making my move, I get up from the table and leave. Technically, I didn't get check mated, but it had nothing to do with the rules of the game.

Yep. When people say the GM has power over the game, they mean de jure power given them by the game's rules and instructions. Everyone has agreed, that this power is mediated by de facto power of the social contract among the participants.

I don't think anyone disagrees with what is actually happening, but we again have this pointless semantic quagmire that @pemerton seems to love. There are productive things regarding this we could discuss, like what that social contract could and should entail, but the exact words and phrases used to describe the situation is not among them.
 
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So you seem to subscribe to the view that PCs are aliens who know nothing about the world that they (notionally) inhabit.

Whereas I think we were assuming that our PCs, as intelligent people some of whom spoke the language of Kobolds, and who had already been dealing with Kobolds who behaved more-or-less as one would expect if one was familiar with Kobolds from years of playing D&D, that if Kobolds were in fact wildly different from our expectations than (i) the GM might mention that as soon as we began planning to capture and interrogate one, and (ii) that the GM might have manifested that difference in the way the Kobolds had been presented up to that point.

But of course the GM didn't do (i) or (ii) because the GM didn't actually have a creative vision of Kobolds in "his" world. Rather, he didn't know how to adjudicate an interrogation, probably as a special case of a more general inability to run a non-railroad scenario.

Yep. like I said in my first post responding to your example, I assumed this was the actual issue. To me it seemed relatively clear, but it still was subtext, and it might not come across so to everyone from a single example, especially given that there certainly are non-railroady reasons why the GM might have decided those specific things the way they did.
 

I'm not sure if you're intending to imply that my RPGing is juvenile.

For what it's worth, I will put the seriousness and verisimilitude of the stuff that I and my friends do when we play RPGs up against anyone posting in this thread. I've got dozens, probably well over a hundred, actual play reports on these boards that are easy enough to find and read, so you can see for yourself.
I wasn't intending to say it was juvenile. I was saying that in a situation where I couldn't really play my way and I had time I could play your way. I just should have said a family road trip to be clearer. What I am saying is when I can I far prefer my own style of roleplaying. I think it's a popular style. If you can get all the games you want you can play however you like.

My pushback is your certainty that honestly most of us are not doing it right or don't understand the basic intent of a D&D game. That doesn't mean you can't change it or do whatever you want with it.
 

You still explicitly relied on a false dichotomy. You asserted that the only two possibilities are absolute power, OR wishy-washy. That is false. There are other options. An argument which is built on "there can ONLY be two options, A or B, and since B obviously sucks, we must do A" breaks down if there are in fact other options besides A and B.
The dichotomy is in my style of games which is at minimum traditional D&D. I realize others play D&D a lot differently than I do or I could even have imagined do. So if you are playing a gam where the DM is the absolute authority then being wishy washy is disastrous.

You have, again, completely missed the point.

Your statement was that the DM is uniquely special--that they and only they are the one on whom the game depends. This is false. While a mere player and nothing more is, yes, not guaranteed to be utterly essential, it is entirely possible for other players or even entirely separate third parties to be essential to the game. The DM is not uniquely special for being a necessary component--so any argument which depends upon the DM being uniquely necessary is not actually effective at whatever conclusion it's trying to support.
A good DM can get players for his or her campaign any time they want. It's not a struggle. So that campaign can very much go on even if all the players get up and leave. But four players getting into my game with your mindset is nigh an impossibility. I screen for exactly your type of mindset and such people don't even get into the campaign. If you can't agree to rule 0 up front then the campaign doesn't include you. But be assured there will be a campaign.
 

So the players are merely observers on your campaign?

Because that's all observers do--when they're allowed to contribute at all, I mean.

That's my problem here. You don't have players. You have witnesses.
My players state what their characters do. If they state something that their character can't do I tell them that is impossible and they state something different. It's like the real world where people choose to try something and reality hits. I may think I can jump up and stuff a basketball but when I jump I only get a few inches off the floor. It's me will to do whatever I want but sometimes what I want just isn't possible.
 

Why is that even a concern?

Without absolute power, any given DM might abuse the game.

With absolute power, any given DM might abuse the game.

The concern is, the second claim is actually: "With absolute power, any given DM will abuse the game."

A group dynamic where a single member wields absolute power is dysfunctional. It is the stuff of cults and painful families, and bullying "friends".

Absolute power corrupts absolutely.

It is a salient concern. Especially for teens playing the game, and so on.
 

The concern is, the second claim is actually: "With absolute power, any given DM will abuse the game.
Which is, frankly, bollocks. As I said, it’s based on a social belief caused by a loss of faith in authority. It is not, in any way “true”.

And of course, unless the DM is able to force players to take part in the game, their power is far from absolute.
Absolute power corrupts absolutely
Have you told that to all those people who believe in an all powerful god who is also good?

What this is is a belief system, not a truth. And if you happen to believe it, you will be struggle to play D&D, since trusting the DM is core to the game. It the same as someone without an imagination will struggle to play D&D. Trust, like Imagination, is a core skill to playing D&D.
 


That's a helpful example, and in line with what I've been thinking about Adventurers League. If I understand your purpose properly, you are not counting on Gygax's particular authority as an original designer of the game, and using him only as an example DM.
Correct.

A question it raises is on what grounds do I say "the game" has persisted? First of all, one must say in what form does "the game" exist at all? I've claimed that it exists only while played. That view fits with my claims elsewhere that game-as-artifact is a tool for fabricating game-as-played. The artifacts I have in mind would include dice, rulebooks, maps of Greyhawk, DM notes and player character sheets. Although it might be an unfamiliar and rather objective way to put it, I would count the imagination of each participant among artifacts necessary to play a TTRPG.
There is the ongoing set of players contributing to the campaign setting by their actions. The DM is also contributing to the campaign setting and he can do that at any time even with or without players. The obvious intent of course is for players to experience it at some point but it doesn't have to be inside a session. For example, I would work out a plot in my world where the King of one of my kingdoms is overthrown by treachery and a new King is on the throne. When a new group shows up to play that is established fact in the world they are playing. I'd argue the campaign begins when the DM starts creating the history in prep for his first session.

I think for me there are assumptions that perhaps many don't hold. One is the DM can get a group whenever he wants. If you are a good DM in a reasonably populated area this is true. Second, that some DM's run a continuing campaign. That was what Gygax did so I don't find it that hard. I ran two groups at once in the same campaign world. They didn't meet until high levels. Where those two separate campaigns or one with two groups of players. I'd say one.

What I have been referring to as "the game" all through, is the game as played. So the first question is to ask whether that is what you are referring to? It seems possible that what you're observing is that Gygax continues to own some artifacts that were used to fabricate "the game". You could then be saying that whatever game is fabricated in future with a new set of players will look enough like what was fabricated in the past with the now-departed cohort, that you're prepared to call it the same game.
Yes assuming it's the same campaign perhaps advanced a little in time. The effects of the old PCs could be discovered by the new PCs. Not every DM does that sort of thing. I don't do it all the time. I love world building so I will do a brand new campaign. To me the campaign is the setting with a continuing history. So can DMs have more than one campaign, yes. Does the number of groups equate to the number of campaigns? No. It could still be one campaign or it could be as high as the number of groups where each had a unique setting.

If that is right, then I can make the same claim on behalf of the now-departed cohort given only that they create continuity with "the game" represented on their character sheets and in in their imaginations. One might say - "Let's meet on Tuesday night to continue our Greyhawk campaign." Gygax can say that they're not playing "the game" that they were playing in the past, because his imagination is no longer available to them. And they can mirror that claim right back, because their imaginations are no longer available to him.
Yes. I would agree with Gygax. Even if they play in same "purchasable setting" like the World of Greyhawk, there is so much fiction that the DM has contributed on camera but more importantly off camera. There may be an assassin whose been tracking the party for months which they knew nothing about but the DM did. But in contrast, the DM knows of all the PC contributions to the fiction in his campaign. If the DM didn't run it or authorize it, it didn't happen.

A long while ago on these boards I claimed that the game played is distinct to each cohort of players, such that it is better to picture multiple versions of the game... one for each cohort. The versions can bear a very close family resemblance, but they are not utterly identical. That seems very obviously the case where groups disagree on the meaning of rules, for which examples abound on Enworld.
For me, a campaign represents a snaphot of the rules most of the time though I admit when editions changed some campaigns survive the change. But most of the time, if I decided for flavor reasons to establish some houserules those would hold for that campaign but perhaps not every campaign.

In conclusion, I would resist the claim to high ground you seem to be making by changing the sentence I bolded to read "All versions are new games based on their new participants." One response I can think of is to say "Very well, there are multiple versions of the game, but I count DM's version superior to that of the players". Which begs the question: why? The preferencing is a norm one can tacitly opt into, a fact about ones attitudes rather than an ontological fact about games.
It's not a matter of superiority other than superiority of knowledge. The DM knows the campaign setting in ways the PCs can never know it. Even if they spend 20 levels their they will have barely scratched everything the DM would know. The DM is the possessor of the knowledge. If a group rejects a DM, and I agree some are worth rejecting, then they reject the campaign. The DMs actions and their campaign are often fused together.

I'm just saying that playing in a world passingly resembling another DMs is not the same thing. I've never played in one of Gygax's campaigns even though I have played in Greyhawk. Unless you've had Gygax as DM.
 

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