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

What rule of AD&D are you referring to here? (There is no concept of a "knowledge check", at least as we were familiar with the rulebooks in 1990).

How is it metagaming? The MM records information about creatures, which we as players were familiar with, and which we then treated as the knowledge that our PCs had. That's not metagaming. I mean, it's like saying that it is metagaming for the player of the MU to rely on the Players Handbook for knowledge of what spells do.
Knowledge of the monster manual absolutely is metagaming. The Monster Manual was a DM product just like the DMG. Neither books were intended for players. Now with people being both DMs and players at times (though there is probably less crossover than you might think) the DM has to get a bit more skilled at having a world were things are not known.
 

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Again, it seems there's more to this than just a played-as-dumb captive Kobold that made that game "of no interest" to not just you personally, but the whole lot of you.

What were the rest of the straws on this camel's back?
It's nearly 35 years ago. I don't remember any other details, except one of the PCs was a LN cleric. And maybe a Dwarf. Knowing one of the players, there was probably also a Gnome illusionist. One or both of these would have been doing the talking to the Kobold.

With the Kobold example, you even noted that you all - perhaps begrudgingly - accepted it during the run of play at the time, and then at some later time after the session decided as a group to quit the game.
We made it clear that we didn't accept it. I can't recall anymore how the session ended. The GM would not have been unaware that he had not carried the players with him.

that in a game-club setting with somewhat random people this GM wasn't suited to any of you seems to push coincidence a bit far.
What are you hinting at? A conspiracy to deliberately waste our time and the GM's?
 

Knowledge of the monster manual absolutely is metagaming. The Monster Manual was a DM product just like the DMG. Neither books were intended for players. Now with people being both DMs and players at times (though there is probably less crossover than you might think) the DM has to get a bit more skilled at having a world were things are not known.
When one plays at a table where everyone knows how to DM, or where some players are frequently consulting the Monster Manual to shapechange, one can assume monster lore is common knowledge within the setting.

If the DM wants to surprise the players, the DM needs to invent a new kind of monster, build it, and actually surprise the players.
 

I don't know what work the word "right" is doing here. The GM can express their dislike of it. They can propose an alternative. But suppose that the GM and the player are unable to come to an agreement, then there will be no game. And so there will not be a setting - just a GM's solitaire imaginings.
I've been told that compromise is nearly always possible. But if not, there will be no game...for the player in question. The only way there wouldn't be a game is if, as in your example, the player leads some kind if revolt.
 

Knowledge of the monster manual absolutely is metagaming. The Monster Manual was a DM product just like the DMG.
From Gygax's PHB (pp 15-17)

The race of dwarves typically dwells in hilly or mountainous regions. For details of the race in general the reader is referred to ADVANCED DUNGEONS & DRAGONS, MONSTER MANUAL. . . .

There are many sorts of elves, and descriptions of the differing types are found in ADVANCED DUNGEONS & DRAGONS, MONSTER MANUAL. . . .

A gnome's preferred habitation is an area of rolling, rocky hills, well-wooded and uninhabited by humans. Details of the race are found in ADVANCED DUNGEONS & DRAGONS, MONSTER MANUAL. . . .

For details of the typical half-elf see ADVANCED DUNGEONS & DRAGONS, MONSTER MANUAL under the heading Elf. . . .

Complete information on halflings is found in ADVANCED DUNGEONS & DRAGONS, MONSTER MANUAL. . . .

Complete details of orcs and crossbreeds will be found under the heading Orc in ADVANCED DUNGEONS & DRAGONS, MONSTER MANUAL.​

The reader of the PHB - presumably a player - is expressly referred to the MM.

In addition, Dwarves and Gnomes speak the language of Kobolds, and Gnomes gain +1 to hit Kobolds. Do you think that Dwarf and Gnome PCs are nevertheless ignorant about Kobolds?
 

What are you hinting at? A conspiracy to deliberately waste our time and the GM's?
And I'm not saying this DM was good or bad? If bad then leaving the campaign was the way to go. I've never disputed player veto. I've exercised it myself before. When I discovered a DM was just making things up as he went and there was no underlying setting, I left that campaign. I am though saying that if I had stayed or you had stayed we both should adhere to the DMs campaign setting and house rules.

Now with this DM perhaps he has consistently been inconsistent or unfair in his rulings. If so that is bad. I find it hard to believe though if in most other cases he was a good DM that this would be cause to leave his game.
 

But the bit that amazes me is that I have a thread full of posters saying the GM has absolute power, but the player is free to leave and then, when a player tells a story of leaving, nearly all of those posters say the player ought not to have left!
You do realize the difference between saying we don't think you ought to have left and saying you had no right to leave?

We disagree with the reason why you left (the DM was being difficult--which we don't agree with) and therefore don't see why you choose to leave. No one is saying you should not have left if you weren't having fun.

Some might think you left prematurely, it seems without any attempt to inform the DM of how his narrative doesn't fit yours.

Anyway, in fact, I actually said "Good for you" for leaving, and good for that DM for DMing how we wants.

So you seem to subscribe to the view that PCs are aliens who know nothing about the world that they (notionally) inhabit.
Not at all. Your player knowledge of the MM influenced how you felt the game world should be. I have no idea how much interaction your group had with those kobolds before the incident. And THAT interaction should have been what drove your understanding of how smart kobolds typically are, not some player knowledge of the MM.

You made the assumption interrogating a kobold would be the same as a normal person. With average (low) intelligence I explained how that encompasses a wide range of score from 5-10 (as a guideline only). An INT 5 is really low, barely above semi-intelligent, and such a creature could have responded as the DM had them do.

And frankly, even a normal person can have low intelligence, crack under interrogation, panic and speak nonsense.

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.
Like I said, you never specified any level of interaction with kobold prior to the capture, so I have no idea of the specifics, which at this point you are providing. A bit more detail on the onset might have avoided a lot of this back and forth.

Regardless, the point remains there is option (iii), you captured a stupid kobold, or one that paniced to the point of gibberish, or was just being difficult. Option (iii) is entirely plausible.

Or you could be right, he handled it badly--some DMs do. Should that have resulted in you leaving? It seems a bit harsh IMO, but more likely this was the final straw that resulted in mutiny, not the instigating factor.

For more specifics, do you recall if you or any player in the group commented on how dumb or nonsensicle the kobold as acting under the interrogation? Did the DM provide any justification? How did your group respond to that, if given? Did you (players) voice your dissapproval of the situation in how the DM is directing the narrative? What was his response if you did?

Your post:
Here's one example: I was playing in a game run by someone I'd only recently met in the context of a university RPG club. He was running an adventure that may have been of his own design, or may have been a module - if I ever knew which, I no longer remember. What I do remember is that we - the PCs - were in a town, that was under some sort of assault from Kobolds. So we - the players - decided, as our PCs, to capture a Kobold and interrogate it. Which we did.

Our view of what one might learn from interrogating a Kobold was informed by our knowledge of the Monster Manual, which states that Kobolds have Average (low) intelligence. In other words, interrogating a Kobold is not that different from interrogating a normal person.

The GM had the Kobold respond to every question we asked it in any utterly hopeless and incomprehending fashion - we got the same sorts of responses from it as one might get from a 2 or 3 year old child. It could not tell us anything about how it had got into the city, how many other Kobolds there were, where they were coming from, what their disposition of forces was, etc.

We politely let the GM tell us all this. And then we (the players) all agreed that we would pull out of the game and start a new game ourselves.
Do you see how your post is in summary:
  1. I joined an RPG club game with a DM I'd "only recently" met.
  2. Might have been a module or his own design.
  3. PCs were in a town being attacked by kobolds. (This could have been how the adventure began for all we know...)
  4. We (PCs) decided to capture a kobold for info.
  5. Our view of what we might get was informed by our player knowledge of the MM.
  6. We assumed the kobold we would capture should be just like interrogating someone of normal intelligence.
  7. GM had kobold respond in "non-helpful ways". It could not tell us anything.
  8. We felt the kobold should have been able to provide some information given our knowledge of them from the MM.
  9. After the GM finished, we agree to leave the game and start our own.
That's all. No information of 3-4 sessions prior to this. No mention of how the DM ran the kobolds up to that point. No challenge to how the DM ran the interrogation is mentioned, why this kobold seemed to deviate from what you (players) expected.

Taken at face-value, the DM seemed entirely apporpriate in how they ran things and you seem to come of as whiny "but the MM says!" players who left in a huff feeling the DM wasted your time.

I believe you that wasn't the precise case, but given that summary I don't see anything the DM did wrong. You might not have liked it, certainly, but without more information or actually being there, I don't see anything bad about the way the DM was running this adventure, personally.

As a DM, what I do see wrong is you using player info from the MM as character knowledge (an assumption at best) and then no mention of the players challenging the DM's narrative in good faith--you pulled out of the game.

You've provided some more information here and there since this original post, and so I've been able to piece together a better narrative (so you don't come off as badly IMO), but nothing to the point that makes me feel this DM was acting in an inappropriate fashion.
 
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It's rule zero of D&D. Other games work differently. They are not D&D.

If a player refuses to change the backstory to one that is consistent with the setting, then they are refusing to play by the rules of the game, so they don’t get to play. The game goes ahead with players who agree to play by the rules.
But there is no rule that says that anyone has to play, regardless of the fiction other participants put forward.

And it's obvious why there is no such rule. It couldn't work.

The GM can propose a setting. Other would-be participants can make proposals too. The game will progress when a consensus is reached.
 

When one plays at a table where everyone knows how to DM, or where some players are frequently consulting the Monster Manual to shapechange, one can assume monster lore is common knowledge within the setting.

If the DM wants to surprise the players, the DM needs to invent a new kind of monster, build it, and actually surprise the players.
The monster manual may be what some "experts" in the world think about monsters. Those experts may sometimes be right but they may sometimes be wrong and I am not bound ever to have any monster do what the book says it should do. In fact, unless they have experienced a monster before, I do not say the monsters name on first contact.
 

From Gygax's PHB (pp 15-17)

The race of dwarves typically dwells in hilly or mountainous regions. For details of the race in general the reader is referred to ADVANCED DUNGEONS & DRAGONS, MONSTER MANUAL. . . .​
There are many sorts of elves, and descriptions of the differing types are found in ADVANCED DUNGEONS & DRAGONS, MONSTER MANUAL. . . .​
A gnome's preferred habitation is an area of rolling, rocky hills, well-wooded and uninhabited by humans. Details of the race are found in ADVANCED DUNGEONS & DRAGONS, MONSTER MANUAL. . . .​
For details of the typical half-elf see ADVANCED DUNGEONS & DRAGONS, MONSTER MANUAL under the heading Elf. . . .​
Complete information on halflings is found in ADVANCED DUNGEONS & DRAGONS, MONSTER MANUAL. . . .​
Complete details of orcs and crossbreeds will be found under the heading Orc in ADVANCED DUNGEONS & DRAGONS, MONSTER MANUAL.​

The reader of the PHB - presumably a player - is expressly referred to the MM.

In addition, Dwarves and Gnomes speak the language of Kobolds, and Gnomes gain +1 to hit Kobolds. Do you think that Dwarf and Gnome PCs are nevertheless ignorant about Kobolds?
If you are playing a race, and assuming the DM hasn't house ruled it, then you would know about that race. You are that race. That is not an open invitation to read the whole book.
 

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