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

Calling someone a terrible railroading DM because of a one time incident where they didn't run a Kobold to your liking is the issue. It clearly implies that you felt entitled to get something because your plan succeeded and that you were upset because as a player you were not fully in control of the outcome. Without additional information, I don't know if the DM was railroading or not, there's no way of telling whether or not they were a terrible DM or just a DM that ran a single encounter in a way you didn't care for.
Has it occurred to you that I, having been there, might have the "additional information" that you do not?

that somehow having detailed plans ahead of time is a requirement for a good game.
I didn't say that. I routinely GM games without detailed plans ahead of time, and have posted frequently about techniques for doing so, including (I'm sure) in threads that you have participated in.

Here are some examples:


But when I run with detailed plans ahead of time, I don't just make up stuff that defeats player action declarations outside the game's action resolution framework.
 

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No, he shared it. You didn't accept it, but it was shared (you listened, right?) all the same.
That is just a pun.

Shared fiction doesn't mean "stuff one person proposes to others". It means proposed stuff that others have accepted.

The GM I am talking about made a proposal. It was not accepted by those to whom he proposed it (the players). Rather, they withdrew from the game and the whole shared fiction collapsed.

Because players don't control the narrative for anything outside of their characters. That's it. You can talk until you are blue in the face but the DM directs the narrative. That is basic to D&D. Always has been and always will be.
This is question-begging, as in you are taking as a premise that the GM has "absolute power", and then are simply reiterating that as your conclusion.

And it it is not "basic" to D&D. I've already given examples upthread that illustrate approaches to D&D where the GM is constrained in what they can say.

DM narrates outcome of the character's action.
This doesn't tell us anything about what constrains that narration. I mean, it is equally true of Apocalypse World, as per what I already quoted upthread:

Apocalypse World divvies the conversation up in a strict and pretty traditional way. The players’ job is to say what their characters say and undertake to do, first and exclusively; to say what their characters think, feel and remember, also exclusively; and to answer your questions about their characters’ lives and surroundings. Your job as MC is to say everything else: everything about the world, and what everyone in the whole damned world says and does except the players’ characters. (p 109)​

The fact that it is someone's job to say stuff - to say what results from a PC's action; or to say what everyone else in the whole damned world does and says - doesn't mean that their are no constraints on what they are supposed to say in doing their job.
 


Has it occurred to you that I, having been there, might have the "additional information" that you do not?

Here is an idea. Maybe it's too wild. But it solves your issue with people saying "wrong" things due to lack of information. Information that you have.

Share that information.

I mean, you don't have to, but it would save you some issues.
 

you still keep avoiding my proposed scenario. :unsure:
You mean this one?

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???
It depends on the details of the play. If those things are introduced as consequences of failure, fine.

If that is just the GM making stuff up to control the flow of events, then yes it's a railroad.
 

Share that information.

I mean, you don't have to, but it would save you some issues.
The events happened 35 years ago. I don't have file notes, a diary entry, or a video.

I mean, a bit over 20 years ago I was hit by a car while cycling. The driver overtook me, turned left in front of me (in Australia vehicles are on the left side of the road in the direction of travel), and hit me. I would therefore describe the driver as having been at fault.

I can't tell you what I was thinking about while I was riding. I can't tell you how fast I was going. I can tell you the driver had passengers in his car, and that they had all just left the cinema, but I can't tell you now how many passengers, or whether or not any of them had been drinking.

Now perhaps you want to conjecture a whole host of reasons why the driver was really in the right - that I had failed to give way, or had pulled out unexpectedly, or that they were rushing their friend to hospital, or whatever. I mean, I can't give you a metre-by-metre description of my movements, or there's. I don't recall how fast I was going. Nevertheless, I would expect you to take me at my word. (Unless you've got some independent reason to think I'm lying.)

So likewise with the RPGing. I can't tell you who said exactly what - I didn't take notes. But I've told you that the game ended; that the players were unanimous in respect of that; that it was terrible GMing; that it involved an arbitrary manipulation of a NPC's intelligence to defeat a well-telegraphed plan that the GM allowed us to spend time at the table pursuing; that the players communicated this to the GM. I've told you that the GM wanted to run a railroad. You can surely infer that the GM didn't offer any high-quality defence of his GMing, given that we all left the game.

And yet you seem not to believe me about any of the above. For reasons that aren't clear, unless you really think I'm an inveterate liar.
 

Can you cite a single post of anyone who actually said you were WRONG for leaving??
@Lanefan said it was hasty: we should have waited 10 sessions. (Nearly 3 months of play.)

@Paul Farquhar said that we were disproportionate.

@Zardnaar said that we were the ****holes, not the GM.

I think there have been others, but they're the three I'm recalling at present.

What people disagree with was you saying this was a terrible DM
And this is the bit that baffles me - people leaping to the defence of a bit of GMing that they didn't experience, and that the only report they have of is that (i) it was terrible and (ii) it led to a group of 5 people unanimously abandoning the game.

I mean, what would it take for you to count GMing as terrible, if that is not sufficient evidence for you?
 

The problem is that a few people have had the bad luck to run into multiple bad DMs and have been burned by jerks.

Those jerks would have acted that way no matter what system they were running and what the rules said.
Just in case it is not clear: my problem is not "multiple bad DMs". I mean, I've encountered a good number of these back in the day, but not playing with them is an easy solution.

My point is that a GM cannot unilaterally establish a shared fiction. Because for it to be shared, the players have to accept it, and the GM cannot unilaterally compel them to do so.

And I think this truism has useful implications for GMing advice. Most importantly, as a GM you goal should be to produce content that is engaging and even compelling for your players. And the less control you want to give players over proposing and shaping the shared fiction, the more that your stuff had better be good!
 

Shared fiction doesn't mean "stuff one person proposes to others". It means proposed stuff that others have accepted.
If you say so. 🤷‍♂️ Frankly speaking, you are the first poster I've ever heard even use the terminology....

The GM I am talking about made a proposal. It was not accepted by those to whom he proposed it (the players). Rather, they withdrew from the game and the whole shared fiction collapsed.
I find this such an odd situation since nothing of this sort has ever happened to my knowledge nor even heard of until your example.

This is question-begging, as in you are taking as a premise that the GM has "absolute power", and then are simply reiterating that as your conclusion.

And it it is not "basic" to D&D. I've already given examples upthread that illustrate approaches to D&D where the GM is constrained in what they can say.
Not at all. I've already told you it is in the new PHB and how it "works in D&D".

1. DM narrates
2. Players react to narration
3. DM narrates results
Repeat as long as you play D&D.

It is very basic. And are any of those examples D&D? Because that is the game we are discussing, after all.

This doesn't tell us anything about what constrains that narration. I mean, it is equally true of Apocalypse World, as per what I already quoted upthread:

Apocalypse World divvies the conversation up in a strict and pretty traditional way. The players’ job is to say what their characters say and undertake to do, first and exclusively; to say what their characters think, feel and remember, also exclusively; and to answer your questions about their characters’ lives and surroundings. Your job as MC is to say everything else: everything about the world, and what everyone in the whole damned world says and does except the players’ characters. (p 109)​

The fact that it is someone's job to say stuff - to say what results from a PC's action; or to say what everyone else in the whole damned world does and says - doesn't mean that their are no constraints on what they are supposed to say in doing their job.
Again, not D&D. 🤷‍♂️

You mean this one?
Yes. Thanks!

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???

It depends on the details of the play. If those things are introduced as consequences of failure, fine.
Interesting. So, if the kobold gave you plausible information (which you players believed and chose to act on), but it turned out that information was incorrect or misleading, and in the process of pursuing a course of action based on that information, the party was killed... you'd be ok with that??

I'm not certain how else they could be "introduced" other than leading to failure during play...

How is that any different than the DM introducing the kobold not having the information you seek, or being difficult, or whatever? The ultimate end is failure and "not fun", right? The players falling for false information leading to their downfall?

If that is just the GM making stuff up to control the flow of events, then yes it's a railroad.
Again, how is this any different?

I've already shown playing the captive kobold as a low INT creature, stupid, cowardly, uninformed, scared and speaking nonsense, is an entirely plausible way for the DM to run that NPC. Such interactions might be unfortunate and disappointing to the party, but hardly worthy of disbanding the game IMO.

@Lanefan said it was hasty: we should have waited 10 sessions. (Nearly 3 months of play.)

@Paul Farquhar said that we were disproportionate.

@Zardnaar said that we were the ****holes, not the GM.
@Lanefan didn't say it was wrong, only that he felt you acted in haste. There's a difference.
@Paul Farquhar say your reaction was disproportionate. While it is clear IMO this means they believe you overreacted to the situation, I don't feel this is them telling you that you were actually wrong for exercising your right to leave the game.
@Zardnaar calling you a-holes is a bit extreme, I'll grant you, but I've known plenty of people I think are a-holes for acting as they do, but can't deny that is their right to act that way.

I think there have been others, but they're the three I'm recalling at present.
Fair enough, but I was more looking for someone who said something like: You were wrong to leave, you should have just accepted the DM, even if you didn't find it fun. Perhaps no one has been that blatantly open about it?


And this is the bit that baffles me - people leaping to the defence of a bit of GMing that they didn't experience, and that the only report they have of is that (i) it was terrible and (ii) it led to a group of 5 people unanimously abandoning the game.
Because for many of us nothing you've said would be anything that would compel us to act as you did?

I mean, not knowing further particulars, I have been in a situation where we've captured a creature and got nothing useful from them. It was unfortunate, certainly, but well within the narrative that made sense. I've listed reasons above why such a DM might run the encounter as they did which seem completely plausible to me and well within the realm of their authority as DM.

I mean, what would it take for you to count GMing as terrible, if that is not sufficient evidence for you?
Qualities I personally find abhorent in a DM (most apply to players as well) are:

1. Fudging dice. If the DM calls for a roll, let the dice fall as they may. I have no qulams about my PC dying due bad luck, it happens. I do have qualms about a DM "hitting" when a creature misses, or even "missing" if a hit would finish me off. We are all subject to the dice when they are rolled-- DM and players alike. If the DM doesn't want to risk the roll, don't roll.

2. Constant retconning. I understand sometimes things get overlooked, etc. but I get tired of it after a while. Retconning too often makes me feel like the DM doesn't understand the rules, mechanics, and systems of the game (see below).

3. Not Knowing the Rules. I certainly don't expect a DM to memorize every rule in the books! But understanding how the game works and running it consistently are essential in a DM for me. Some of this could be inexperience, but DM's who've run games for a while I expect more from. After a certain point, you are no longer "learning the game" but should pretty much know it or be able to quickly reference it.

4. Being unprepared. Similar to the above, an unprepared DM makes the game slow and ponderous. They end up repeating themselves while trying to think of what they should do next. I get it, life happens, etc. so once in a while I understand it, but like retconning, too frequent and it seems more the habit than the expection. In association with #3, constantly looking up (more) basic rules would also fall under this group.

Off-hand that is all I can think of. Issues of style, narration, etc. is too dependent on factors such as experience, cultural differences, life experiences, etc. for me to judge a DM as "terrible" for lacking abilities I might otherwise find good.

Now, for some people those things aren't "terrible". They don't mind a slower game, or feel the game should not depend so much on dice, etc. They might not consider such a DM terrible as I might. I hardly expect my preferences to be universal--which as I said I think is one issue you struggle with: "How can we not see the DM as terrible in your example?!"

FWIW, I'll add that although we clearly disagree on certain aspects of this discussion, I am enjoying hearing your perspective and, even though I might not agree with you in many ways, I do understand your point of view.
 

Just in case it is not clear: my problem is not "multiple bad DMs". I mean, I've encountered a good number of these back in the day, but not playing with them is an easy solution.

My point is that a GM cannot unilaterally establish a shared fiction. Because for it to be shared, the players have to accept it, and the GM cannot unilaterally compel them to do so.

And I think this truism has useful implications for GMing advice. Most importantly, as a GM you goal should be to produce content that is engaging and even compelling for your players. And the less control you want to give players over proposing and shaping the shared fiction, the more that your stuff had better be good!

You were the the one in the wrong with the information you provided. You can't seem to remember what else was going on.

But just on what you said.

1. You were using out of character knowledge. Espicially back then which was somewhere between metagamimg and cheating.

2. The DM acted with the scope of the information in the MM.

3. Maybe the Kobold was stupid or playing dumb.

You were coming across as salty you plan didn't work. And then you basically trashed the DM for being a tyrant.

That's just on the information provided. It's not a reasonable response and the DM was acting well within the boundaries of a fair DM imho.

Maybe his game sucked anyway or it was a final straw. But you have been essentially arguing you left a game because you didn't get your way. At least that's how it's coming across as. Initially the impression was also 1 session.

Leaving the games isn't a big deal by itself just in the scenario outlined it doesn't come across as reasonable. That's where you're getting the pushback from.

If you just said the DMs game sucked or wasn't for you fair enough.

And remember I'm also a tyrant for KISS game for new players. But that's the game I'm running if a player turned up and wanted to powergame excessively and it was a problem they would be asked to leave. The newbies have had 4 sessions. Most of Tashas is a no, some of Xanathars. This campaign wouldn't suit that player.

I'm not allowing artificers in 2024 games as they've been power crept out imho.

A potential warforged/Artificer player next game could ask for Eberron 2014 rules but it would depend on everyone else.
 
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