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

The issue with any discussion on this topic is what we attribute the root cause to be.

I have been very outspoken on the epidemic of poor social skills in the TTRPG community as a whole. I believe that without proper social skills you will always have a hobby plagued by anti-social behavior - which is what tyrannical DMing, and many player issues, are.

In my opinion, we need significant community resources on social skills, not more rules.
Wonderfully written, Dino In Disguise! Thank you.
 

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Here is what the 2024 Players Handbook says about being a DM.

The players drive and steer the narrative:
"The players decide."
"The players choose."
"You [the DM] determine the results of the adventurers decisions."

"
Guide the Story. You narrate much of the action during play, describing locations and creatures that the adventurers face. The players decide what their characters do as they navigate hazards and choose what to explore. Then you use a combination of imagination and the game’s rules to determine the results of the adventurers’ decisions.

"


The job of a DM is to "serve" the fun of the players.

"
Adjudicate the Rules. You oversee how the group uses the game’s rules, making sure the rules serve the group’s fun.

"


The DM is a "lead storyteller", a "guide", even a "mastermind" who creates an adventure. But "the DM isnt your adversary". "Dungeons & Dragons [is] a cooperative game."

In 5e, such talk about a "DM dictator" isnt a thing. This notion of a DM saying "my way or the highway" didnt age well, and didnt survive into the D&D of future generations.
Does it say the same thing in thex2014 PH? Either way, I'm not happy to hear it literally says the DMs job is to serve the players needs.
 


@Crimson Longinus

Here are some examples of various posts that assert the DM is a "dictator" with "absolute power" who demands "my way or the highway".


A benevolent dictator would be more appropriate.
We are talking about a game and the players have a veto. They can leave the game.
The playstyle I prefer, is DM authority. So I fail immediately in my playstyle if I abrogate DM authority.

It depends what you mean by “tyrant”. In their role of referee they have to have the final word over the rules. In their role as world builder they have the final word over the fiction, ... To borrow a phrase from Pratchett, they are a semi-benevolent dictator.

the GM can have unlimited power

The DM having the unlimited ability to decide doesn't mean that he is going to micromanage the PCs.

Even with the ultimate authority to force things, the overwhelming majority of DMs don't misuse it like that.

The constraints are self-constraints due to wanting to have an enjoyable game for all. There are no built in constraints in AD&D on the DM. None.
It's possible, but would be a horrible misuse of authority to do.

However, I will restate the DM is the final authority when it comes to the narrative fiction of the game and the game world implications. The ultimate power of veto a player has is to leave the game.
Sure, I have certainly used phrases like "absolute power", "my way or the highway", etc.


5e never describes the job of a DM to exercise "absolute power" nor be a "dictator".
 


Don't worry... it doesn't actually say that (see my post 1160). :)

2024 does say that: "You [the DM]" must "serve" the fun of the "group [of players]".

"Adjudicate the Rules. You oversee how the group uses the game’s rules, making sure the rules serve the group’s fun."

The DM needs to have fun too. But the responsibility of the DM is to make sure the players are having fun.
 
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It is not any more redundant than other rules. It sets the assumed baseline of authority distribution in the game. It is directly related to the rules and instructions that tell who is supposed to decide what, and how. That you don't like is nothing more than a personal preference.
My point is not about preference; it follows from the basic logic of play.

Settling on a technical set of rules to adjudicate a small-unit skirmish, for instance, is not trivial. Likewise a satisfactory set of rules for spell casting, or sneaking through catacombs, or anything else. Especially if the goal - which it clearly is, in D&D's case - is for those rules to have a certain crunch-y "presence" during play. (Cf Cthulhu Dark's rules, which would not satisfy typical D&D groups as best I can judge.)

But saying "You all have to agree on a setting" or "You all have to agree on allowed races" is tautological. Setting out a rule for it just reiterates a basic premise of getting the game moving. Purporting to allocate authority over that to one party, when the game can't get going unless everyone agrees, is misleading on top of it.

(Again, there are exceptions: formally structured play, say in a tournament or league. But is that who the D&D rules are written for?)

The point can be worked through in more detail, using as an example the 4e PHB, which describes the DM thus (p 8):

One person has a special role in a D&D game: the Dungeon Master (DM). The Dungeon Master presents the adventure and the challenges that the players try to overcome. Every D&D game needs a Dungeon Master - you can’t play without one.

The Dungeon Master has several functions in the game.

*Adventure Builder: The DM creates adventures (or selects premade adventures) for you and the other players to play through.

*Narrator: The DM sets the pace of the story and presents the various challenges and encounters the players must overcome.

*Monster Controller: The Dungeon Master controls the monsters and villains the player characters battle against, choosing their actions and rolling dice for their attacks.

*Referee: When it’s not clear what ought to happen next, the DM decides how to apply the rules and adjudicate the story.​

The Dungeon Master controls the monsters and villains in the adventure . . . The DM’s job is to provide a framework for the whole group to enjoy an exciting adventure. That means challenging the player characters with interesting encounters and tests, keeping the game moving, and applying the rules fairly.​

If we look at these, we can see how they might be varied or elaborated on. The second and third points (Narrator and Monster/NPC controller) are common to any RPG with a mainstream/traditional role allocation: not just D&D (all versions I'm familiar with) but Apocalypse World, Burning Wheel, Cthulhu Dark, Prince Valiant, HeroWars/Quest, etc.

The first admits of variation, because it doesn't tell us who decides what the adventures are about. More typical in D&D is for the GM to do this. 4e includes the option for the players to do this, via player-authored quests. But either way, there is no "absolute power". Even a GM who does not take up the idea of player-authored quests is going to need to prepare material that players will find interesting. Otherwise the players will depart!

The fourth point sets out a referee function. Again, this is fairly typical in RPGs although more fraught in my experience in D&D, because of the complexity of D&D's interlocking rules components. The reference to "adjudicating the story" I take to be much the same as @TwoSix's comment upthread about resolving uncertainty in the fiction. Deciding how to apply the rules is trickier. In this job description, that is constrained by a pre-condition of uncertainty - so the rules are taken to be binding even on the GM, but there is a recognition that uncertainty can arise.

For the rules to try and push the matter further - for instance, by stipulating that the GM can suspend or ignore the rule at any time - would in my view be futile. First, that is really rewriting the rules - it makes the key rule "GM decides", and then the other rules become something like optional prompts or decision heuristics. And second (and even setting aside the oddity of saying "Here's hundreds of pages of rules that you can and should ignore if you want to" - what, then is the point or function of all those rules?), a rule like that simply can't bootstrap itself - a game which presents itself as a game, with multiple participants, can't then simply stipulate that one of those participants is the only actual player. Even if it tries to, the other participants will want to set their own degree of participation: they are turning up to play a game of shared imagination, and the rules on their own can't tell them that their imaginings are subordinate to another participant's.

Which is ultimately why I regard rule zero, at least in the form of "the GM has absolute power", as making no sense. It is an attempt to state that in a non-solitaire game, only one person is beyond doubt a player.
 

You can't see how this is question-begging? As in, your "demonstration" that the GM's imagination is the privileged one relies on a premise that the GM's imagination is the privileged one.
If the players* drop the GM and carry on the campaign from in-game point X, meanwhile the GM also carries the campaign on from the same in-game point X, IMO the "true" campaign is almost certain to be the one with the same GM. The exceptions would be:
1. if-when the original GM intentionally hived off some of that campaign to another GM and thenceforth GMs 1 and 2 co-ran the campaign with interchangeable characters, parties, etc.
2. if-when the original GM couldn't run the game any more (e.g. had died) and a player stepped up to take the campaign over and keep it going.

An example might help explain exception 1. My current game has run for 16 years in what's slowly become a fairly well-developed setting. Let's say I have a player, Mary, who wants to stop being a player and instead take on DMing the party she's in, using my existing setting and rules and so forth. I agree to this, and show Mary everything I've got in mind for the setting, all the hidden backstories of the characters, etc. etc. Then Mary starts running her party, I keep on running mine, and we stay in constant touch behind the scenes in order to keep each other updated on what the parties are doing and how they might or might not potentially interact.

In this exception-1 case, both groups would be part of the "true" campaign; and if Mary eventually ends up taking over the whole thing it remains the true campaign.

* - or some of them - a 5-player game might split such that 3 players hive off and continue their own version of the campaign while the original GM carries on with the other two, plus maybe some new recruits in both camps.
 

Funny thing. This change is meaningless, because the DMs causing issues won't listen to it, and the DMs not causing issues already follow it.
This is why rule zero, in my view, makes no sense. It is trying to make the system prior to the social contract; whereas - as Vincent Baker and Emily Care Boss have worked out - social contract is prior to system. (The "Lumpley principle".)
 

He just gave a real life example of not getting much culture with your language. Can't get much more verisimilitudinous than that.
Is he a Dwarf or a Gnome learning the language of Kobolds? Who despite having learned that language was utterly ignorant of the nature and cognitive abilities of Kobolds?

Because that's what I was talking about.
 

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