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

why is it when that when a player has their heart set on playing an elf people tell GMs to bend over backwards to accomodate them and 'find a way to make it work' but when the GM has their heart set on a setting that has absolutely no elves we're dragged over the rocks for being stubborn, uncreative and inflexible?

why is their vision for a character so much more important than our vision for a setting?
At least in the case of the IP owner, my speculation is that it's because players outnumber DMs, and that makes them a more important market. For the public, I suspect everyone wants what they envision to be embraced by others, and again, there are more players than DMs.
 

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The point of my post was not to put forward a theory of terrible GMing. I took it for granted that anyone reading the post would be able to recognise terrible, time-wasting, railroading GMing. My point was that - taking the previous sentence as an obvious premise - that the GM had failed to make something true in the shared fiction (as @clearstream has most recently reiterated not very far upthread). And hence that it is not true that the GM has absolute or unlimited power over the content of the shared fiction.
As this was the problem: many of us do not see a "terrible, time-wasting, railroading GM" that you do. From everything I've read, I can see how you don't agree with what the DM did, and that might make them a terrible GM to you, but that far from makes them appear as a terrible DM to "anyone reading the post".

To be clear, I am not saying you are wrong to feel as you did given the situation--just that the assumption your feeling universally applies to other here was the problem.

And I disagree that the DM has absolute or umlimited power over the content of his game. He runs NPCs, including captured kobolds, he defines the narrative, even the results of how PC actions play out.

If you cannot accept the DM narrative, your choice of course, but that doesn't stop the DM from having the power to define the narrative as they see fit to the game.

What has baffled me is that, when the only person who participated in a particular episode of play posts it as an example of terrible railroading so as to make a point that takes that as a given, so many people need to defend the terrible GMing! As if it some threat to their own sense of the quality of the games they run, that someone they've never met is comfortable describing another person they've never met as having done a terrible job as GM.
Again, because we don't see the DM did anything terrible. Our "defense" is that you also aren't in that DM's head during the game. You don't know why the DM did what they did or had the narrative take that direction. You can make assumptions all you want, but that is all they are.

Also, other people read these threads. As I have had pointed out to myself, sometimes people post so others reading can see all possible angles, not just the original post's.

No. I described a situation where, in a scenario involving bog-standard AD&D Kobolds, whom everyone at the table knew to be bog-standard AD&D Kobolds, we - the players - came up with a plan to capture and interrogate one. With the GM knowing that was our plan. And then, we we succeeded in the actions that - by the rules of AD&D - are required to carry out such a plan (namely, capturing the Kobold and then questioning it a language - Kobold - that both it and the questioner speak) the GM simply changed the fiction, departing from the AD&D framework to render the Kobold incapable of answering questions. And for the obvious reason that our actions were departing from the GM's intended railroad, whatever that was.
You still don't see that your (the players) visions of these kobolds does not jive with the DMs? Maybe you lacked the shared vision the DM was trying to impart? That doesn't mean the DM has to agree with your, either.

Most DMs IME did not (and do not) play kobolds as being particularly bright. At the high-end of the spectrum, they were average at best. The DM controls the narrative involving the NPC captive kobold, and were well within their right to have the kobold be an idiot (or whatever).

I don't know what other actions your group took at that point before deciding to leave the game. I can imagine all sorts of scenarios where things might have played out in the direction they were going to everyone's satisfaction.

Unfortunately, since you did withdraw from the game, you'll never know. You appear happy with that decision, so that's fine then, but as I said we'll never know.

You and others, who were not there, can make up whatever imaginary stuff you like - the GM was using house-ruled Kobolds, the GM had determined all the Kobolds ahead of time and we just happened to have the misfortune to capture the cognitively impaired one, the GM had one of a million other confected justifications. But unlike you and those other posters, I was actually there. As were the other players. We knew what was going on. The GM was making up stuff to railroad the game. But the attempt failed, because the game collapsed.
DM doesn't even need "house-ruled kobolds", the normal range of kobold intelligence in AD&D suffices.

(Bolded) So instead of all powerful, you were all knowing??? You don't really know what the DM intended, and it sounds like you never gave them the chance to show you. The game collapsed because you chose to walk away from it, because you couldn't accept the DM's narrative, not because there was anything wrong IME with that narrative.

FWIW, how would you have reacted if the DM had the kobold answer your questions, but the information was either a) wrong or b) had changed by the time you acted on it? Intel is great, but it is by no means absolute or reliable. Had you acted on the intel, but things go badly, would you blame the DM again, saying they are bad for tricking you or something, say they are railroading??? Seriously, I would like to know.

Which is - as was my original point in posting the example - sufficient to show that the GM did not have the power to make the shared fiction be whatever he wanted it to be.
You keep using the term "shared fiction" as where I simply call it the "narrative". Players don't write the story in D&D as much as the DM does. Players control their characters and the DM controls everything else. They listen to the narrative told to them by the DM, react to it with choices for their characters, and the DM narrates the outcome of those choices. That is the basic cycle of play right from the PHB.

There is a reason the DM is also called the "story-teller", after all. ;)
 

Being DM can be a thankless job and sometimes we screw it up.
Those who are skilled and reliable at DMing (such as you), are making a mistake to leap to the defense of someone who appears not DMing in good faith.

The incident was beyond a "screw up". It wasnt about a misunderstanding of the Intelligence ability stat, even tho this was the hook that incited the incident.
 

Sure. Though, how much leeway one is willing to give a GM who doesn't match ones' style is personal. People probably have more patience and willingness to discuss things with actual friends than just randos they've recently met. Sometimes it just isn't worth the effort.
That is why my approach is to "negotiate". There are solid rules of thumb to reconcile an eccentric character within a setting. And normally it is easy enough. But occasionally there isnt an easy answer.

For myself, the things that I "hate", I have been able to find workarounds.
 


I see. I don't think the issue here was that it turns out some nobles aren't honourable. It is that the players have assumed for a good while that honour (or at least pretence of honour) is something the noble class in this setting care about, that is part of the decorum, part of how they portray themselves, and openly acting otherwise would be a faux pas at least. But then it turn out this was actually not the case at all. Now miscommunication misunderstandings happen, and sometimes it might be on the players for not paying attention, but if such fundamental thing about the culture the players presumably have interacted with for several sessions gets miscommunicated, it's probably on the GM.
 

Those who are skilled and reliable at DMing (such as you), are making a mistake to leap to the defense of someone who appears not DMing in good faith.

The incident was beyond a "screw up". It wasnt about a misunderstanding of the Intelligence ability stat, even tho this was the hook that incited the incident.

One of the most common rookie (and even veteran) DM mistakes I've seen (and know many, many, others who have seen) and read about from others is unwillingness to part with information "too easily."

They're afraid giving out information will make it overly easy for the players so they make things way too difficult and annoy/frustrate them instead.

If a DM isn't willing to move out of this tendency it can lead to frustrating games and lots of lost players.
 

Most DMs IME did not (and do not) play kobolds as being particularly bright. At the high-end of the spectrum, they were average at best. The
I did have a very intelligent kobold wizard as a villain recently, but that was a deliberate stereotype subversion.
 
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That is why my approach is to "negotiate". There are solid rules of thumb to reconcile an eccentric character within a setting. And normally it is easy enough. But occasionally there isnt an easy answer.

For myself, the things that I "hate", I have been able to find workarounds.
I fully admit that when it comes to my settings, I am very protective of them. Not everyone feels that way, and that's fine, but this is how it is for me and that's that. Then again, it seems I am good enough at pitching my premises that this has not been a problem in practice. People seem to be happy to pick stuff within the confines of my premises.
 

I see. I don't think the issue here was that it turns out some nobles aren't honourable. It is that the players have assumed for a good while that honour (or at least pretence of honour) is something the noble class in this setting care about, that is part of the decorum, part of how they portray themselves, and openly acting otherwise would be a faux pas at least. But then it turn out this was actually not the case at all. Now miscommunication misunderstandings happen, and sometimes it might be on the players for not paying attention, but if such fundamental thing about the culture the players presumably have interacted with for several sessions gets miscommunicated, it's probably on the GM.
Or maybe the noble was a bad apple? Not everyone follows cultural norms.
 

That is why my approach is to "negotiate". There are solid rules of thumb to reconcile an eccentric character within a setting. And normally it is easy enough. But occasionally there isnt an easy answer.

For myself, the things that I "hate", I have been able to find workarounds.

Before and after a game I am willing to negotiate about parts of the game all day long, I'm extremely permissive especially if something looks like it will be fun.

But during a game? You get a sentence or two (maybe) and then we move on. A typical game is 3 to 4 hours minus personal chatter, food/bathroom breaks etc. I'm not going to bog it down with rules or other meta discussion. Especially if it only it only involves one person in the group.
 

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