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

How so?

I mean, you're the one who posted that
What I've described is expected or reasonable for a red dragon. Who, being a NPC, is under the aegis of the GM.

Now if there's some other criterion you have in mind for reasonable GMing, I'm happy to hear it.

Red dragon is jerk DM killing players. Your Kobold example no one dies and it's within a reasonable range of a Kobolds intelligence.

Or the Kobold was lying, playing dumb etc.

You're making yourself look like the jerk not your DM. Who may have been a jerk for other reasons not the one you provided.
 
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You mean this one?

It depends on the details of the play. If those things are introduced as consequences of failure, fine.
Except the very knowledge that it's a character-side failure instead of something intrinsic to the NPC's personality tells you-as-player information you shouldn't know, because your character doesn't know it.
If that is just the GM making stuff up to control the flow of events, then yes it's a railroad.
As a player, ideally you shouldn't be able to tell the difference. Your character asks the Kobold questions that it doesn't (or can't) answer. That's all your character knows; meaning you-the-player have no reason (and no right) to know anything more.

To use the old analogy: as a patron of the restaurant you're not in the kitchen, thus you don't get to see how the sausage is made.
 

Now if there's some other criterion you have in mind for reasonable GMing
Fairness, and making the game fun for the group. Avoiding offending or upsetting anyone at the table. (these things apply to players as well).

Is a dumb kobold fair? Yes, it comes within the stated intelligence range of kobolds. Is a prisoner giving you misleading information fair? Sure, it falls within the typical behaviour of a prisoner (although in 5e, since the players know the prisoners language, I would ask for an insight check to detect deception). However, I would also say that if a prisoner gave misleading information that would lead to party death, without any chance to detect the deception, is unfair. (Gygax was often unfair in this way - read Lost Temple of Tharizdun - but I don't think Gygax was a good DM).

As for fun? The scenario sounds as dull as ditchwater, I quite believe you when you say it was not fun, and that is a perfectly good reason to leave the game. Having fun is the whole point in playing D&D. However, this is the DM lacking skill, not behaving maliciously. No DM sets out to bore his players to death!
 
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* Was this situation (townsfolk at odds with wood elves > powderkeg + fragile truce > party traversing through wood elves home):
1) You as GM foregrounding provocative conflict that is relevant to one or more PCs' theme/premise?
2) A Sword of Damocles sort of protection racket move signaling to the players "don't pull shenanigans...engage with the adventure I've written and just info dumped...or else I'm pulling out the dryad/wood elves?"
3) Just a lore dump for benign setting color which you weren't anticipating engagement with?
Next question:
* How long was the game going on between consequential, engaging conflicts (no matter what type of conflict; social, journey, pursuing/fleeing, traversing obstacles, dungeon-delving, spiritual, combat) when this took place?

The fragile/untrusting relationship between the humans of the region and the various demihuman populations nearby (not just the wood elves) was going to be one of the themes of the campaign. I was planning a series of adventures where the players could slowly help to rebuild trust and cooperation between the different races/species of the region. This was the first adventure in a planned series of adventures. That theme was subsequently abandoned as the players were not very interested in it, they wanted a more kill/loot focused campaign.

Can't remember exactly how long into the session it was when that situation took place. I would guess half an hour? This was the first session so they had to do some character creation and introduce their characters before we got underway.
 

Curiously, as I've got to know my current players better, I've made my adventures more railroady. I've learned that they all suffer from terrible decision paralysis, and like it when I give them clear direction.

I've hit the same situation. I give my players multiple options and remind them they can always choose an option I didn't think of and they're like a deer in the headlights. On the other hand I would still call it more linear instead of railroad because even though I'm laying down the tracks to follow, their actions do change the nature of the tracks I lay.
 


Red dragon is jerk DM killing players. Your Kobold example no one dies and it's within a reasonable range of a Kobolds intelligence.
Red dragons don't kill players. Just imaginary PCs. The Kobold in my example impeded play just the same as a TPK might have.

As for the "reasonable range of Kobold intelligence", a red dragon blasting everyone is within the reasonable range of a red dragon's temper.

Or the Kobold was lying, playing dumb etc.
Once again you make up stuff about a situation you weren't party to. As I've already posted, the GM played the Kobold as being cognitively incapable. Not as "playing dumb" or lying.
 

As a player, ideally you shouldn't be able to tell the difference.
I can tell when a GM is running a railroad.

The scenario sounds as dull as ditchwater, I quite believe you when you say it was not fun, and that is a perfectly good reason to leave the game. Having fun is the whole point in playing D&D. However, this is the DM lacking skill, not behaving maliciously. No DM sets out to bore his players to death!
Who accused the GM of being malicious? I said that the GM was terrible. I thought you disagreed, but maybe not?
 

It's tricky in AD&D, which does not have a very robust action resolution system for anything outside of combat and dealing with doors.
Actually it is decently robust, since the only actions that required resolution were the things associated with dungeons and adventuring.

But sticking to AD&D - suppose that, down the track, the players fail at something - eg they fail to prevent an escape (by a Kobold, or a known spy, or whatever). Then that could be a trigger for the GM changing things in the backstory to "undo" the quality of the intelligence the players have gathered.
Why would you need to fail before things could change? Things change all the time without the party needing to directly impact them. Perhaps the DM has a timeline for the events independent of the players? (FWIW, the story goes on if the PCs aren't involved in most games, I do this all the time).

If you had done (A) instead of taking the time to capture and interrogate the kobold, the party would have been at location (B) earlier, preventing (C) from occuring. Because (C) occured in the timeline while you got information from the kobolod, that information was no longer valid--plans had moved forward in your absence.

Or suppose the players interrogate a NPC, and it passes a morale/reaction roll, then maybe the GM has it feed the players/PCs false information.
How do you know this didn't happen? I roll dice all the time in my games without the players realizing I've rolled anything. Especially then when "rolling in the open" wasn't common practice?

But just arbitrarily feeding the players false information, even though they have successfully captured and interrogated a NPC, in my view is a railroader's technique. The point of it is to keep the players floundering, without the information necessary to make meaningful action declarations. It keeps the GM in control of the unfolding of events.
Here's the thing, it's entirely possible the kobold captured doesn't know any useful information. In the military, information is need-to-know and infantry could easily not know the larger picture or even the immediate plan.

Why do you (party) get to decide that just because you succeeded in capturing the kobold and intimidating it into talking it must know meaningful intel??

You dont' decide that, the DM decides what information, if any, the kobold would have. This is something about the game world that is beyond the PC and is the pervue of the DM.

It is like me driving to the store to get milk. I expect once I successfully turn on my car and drive to the store, finding it still there, I should be able to buy milk. But what if I get there and there is no milk? I dont'get to decide that there MUST be milk.

Like I've said, I understand the players' disappointment that after planning, executing, etc. a successful plan, it netted nothing useful. But that just doesn't constitute a terrible DM for me.

Now, if everything else the DM did was ok, at this point the group could have said "Well, that didn't work... so, plan B?" or something. I know you've said you felt it was a waste of time, but if you had fun in the planning and capture, it doesn't seem like a waste of time IMO just because the result wasn't what you expected.

Not having information doesn't create the same "fog" around player action declarations for their PCs as being given false information (but presenting it as true).
True, you have nothing to act on instead of something wrong to act on. Both are "fogs" just the same. Using the milk buying analogy above:

Suppose I am talking to my friend who tells me they were at that store and bought milk yesterday. They know it was there. So, I hop in my car and drive there, only to find out it's all gone.

Or I never had that conversation but I still go to the store a few days later and find no milk.

Either way, in the first I have false information, in the second I have none, but in the timeline of events, at some point between my friend buying their milk and me finding none, the milk disappeared. The store might have pulled the remaining stock for some reason, or perhaps there as never a lot to begin with and the remaining milk was bought before I got there?

Regardless, both "fogs". Yes in the first I choose to act because of the misinformation, but in the second I act of my own initiative. Result is the same: I am disappointed I have no milk.

And as I posted not far upthread, having a PC collapse from a heart attack or stroke, or having a red dragon fly overhead an burn them to a crisp, is also quite plausible. The test of good GMing is not can we imagine something that makes sense of the fiction the GM presents - that's a threshold that even the worst GM imaginable, and the biggest railroader of all time, can step over.
This isn't the same thing at all, however. Killing of a PC in the narrative is hardly the same thing as informing the party they failed to do or gain something. Such things would be terrible DMing IMO, because it takes away all agency from the player.

Now, I can see a scenario with the dragon being more plausible, but even then the goal is to make the game challenging for players, not put them in a no-win situation where escape is impossible.

To be clear, I am all for unwinnable encounters, but then escape or capture must be viable options to the PCs. Just killing them off due to overwhelming foes without any avenue of survival (even temporary...) is a no-no.

Yet five people acted as we did. So either, as per @Lanefan's suggestion upthread, we were weird conspirators setting out to waste our own time and the GM's; or we had the most rarefied tastes of RPGers ever; or the game was actually terrible!
Maybe the game was terrible for other conflating reasons? You've hinted as such IIRC. But the main point of contention about how the DM played an NPC kobold captive is very much insufficient for myself and others.

I understand the result was disappointing (no milk ;) ) but that alone doesn't make them a terrible DM. That would be like me deciding I will not use that store anymore because there was no milk that time.

Now other factors might contribute to that decision. They are frequently out of milk. The prices in general are high. And so on. Such factors might compel me to go to a different store where I might have to drive further, but I'll get what I am after more reliably.

I can very easily imagine this being the case in your situtation. One thing the DM does rubs the wrong way. You let it slide because in general you're having fun. Then soemthing else happens--"If I was DMing that isn't how I would have done it". But hey, it isn't your game to DM so again you let it go. Finally, the kobold incident and you've just decided enough is enough... your fun is materially being affected and it is time to move on. In between sessions the players might discuss the first incident, and then the second, and finally the last during the game brings you all to a concensus
 

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