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6-8 Encounter Adventuring Day as the Key to Combat as Sport/War in 5e
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<blockquote data-quote="pming" data-source="post: 6809726" data-attributes="member: 45197"><p>Hiya!</p><p></p><p> [MENTION=6796241]OB1[/MENTION], I have got to say...you and I have virtually opposite views on how to write up an adventure for our game. To me, pretty much everything you did was "backwards". I'm not picking a fight, just pointing out something I think a lot of folks miss: <em>The 5e rules systems are frickin' awesome in that they can handle both 'styles' of DM'ing!</em> <img src="data:image/gif;base64,R0lGODlhAQABAIAAAAAAAP///yH5BAEAAAAALAAAAAABAAEAAAIBRAA7" class="smilie smilie--sprite smilie--sprite8" alt=":D" title="Big grin :D" loading="lazy" data-shortname=":D" /> </p><p></p><p>Me? I pretty much ignore the PC's completely when writing up my adventures. The only thing I keep in mind is a VERY rough idea of their levels. Not classes, races, magic items, equipment, skills, etc. Just the 'rough levels' (e.g., if characters are levels 9,9,10,11,12...I think '10th or 11th'). This rough-level is used as a base starting point. After that, however, it's ignored. I would go about thinking how a Nalfeshnee would have his lair set up, it's capabilities to maintain it through power and fear, and what it thinks it can get away with without attracting the attention of things more powerful than it who would want to take it from him. Then I get to 'designing' the dungeon around that. If a cool idea for an acid-pit trap room comes up, I'll toss it in. Then figure out why/how it 'works' and is 'maintained' by the bad guys. Do I worry about the PC's having means of protecting themselves from acid? Nope. Do I worry about them having means to recover/restore/create destroyed equipment? Nope. Do I worry about 'What if?' scenarios? (like the wizard decides to bring his spell book with him). Nope again. None of that is my concern.</p><p></p><p>So...I may end up with a 'dungeon' with a half-dozen 'encounter areas', or three dozen ones. Again, I don't concern myself with any "design limits" or much in the way of "PC's".</p><p></p><p>Now, this all assumes I'm actually trying to "design an adventure". <img src="data:image/gif;base64,R0lGODlhAQABAIAAAAAAAP///yH5BAEAAAAALAAAAAABAAEAAAIBRAA7" class="smilie smilie--sprite smilie--sprite2" alt=";)" title="Wink ;)" loading="lazy" data-shortname=";)" /> I usually don't do much of that of late. I'm much more of a "here are some point form notes, a couple cool maps that caught my eye, and a few reminders of what the PC's last actions have caused to happen...or not...over the last month". I do a lot of "sandbox with wings" style DM'ing (re: a sandbox that I do a LOT of 'winging' in). I enjoy the on-the-spot creation challenges that crop up during the session, so planing out a "6-8 encounter with an XP budget" session is...completely opposite from how I like to do things.</p><p></p><p>Am I alone in this? Or are there others who enjoy this sort of "improve DM'ing" and "logical campaign world-based adventure locale design"?</p><p></p><p>^_^</p><p></p><p>Paul L. Ming</p></blockquote><p></p>
[QUOTE="pming, post: 6809726, member: 45197"] Hiya! [MENTION=6796241]OB1[/MENTION], I have got to say...you and I have virtually opposite views on how to write up an adventure for our game. To me, pretty much everything you did was "backwards". I'm not picking a fight, just pointing out something I think a lot of folks miss: [I]The 5e rules systems are frickin' awesome in that they can handle both 'styles' of DM'ing![/I] :D Me? I pretty much ignore the PC's completely when writing up my adventures. The only thing I keep in mind is a VERY rough idea of their levels. Not classes, races, magic items, equipment, skills, etc. Just the 'rough levels' (e.g., if characters are levels 9,9,10,11,12...I think '10th or 11th'). This rough-level is used as a base starting point. After that, however, it's ignored. I would go about thinking how a Nalfeshnee would have his lair set up, it's capabilities to maintain it through power and fear, and what it thinks it can get away with without attracting the attention of things more powerful than it who would want to take it from him. Then I get to 'designing' the dungeon around that. If a cool idea for an acid-pit trap room comes up, I'll toss it in. Then figure out why/how it 'works' and is 'maintained' by the bad guys. Do I worry about the PC's having means of protecting themselves from acid? Nope. Do I worry about them having means to recover/restore/create destroyed equipment? Nope. Do I worry about 'What if?' scenarios? (like the wizard decides to bring his spell book with him). Nope again. None of that is my concern. So...I may end up with a 'dungeon' with a half-dozen 'encounter areas', or three dozen ones. Again, I don't concern myself with any "design limits" or much in the way of "PC's". Now, this all assumes I'm actually trying to "design an adventure". ;) I usually don't do much of that of late. I'm much more of a "here are some point form notes, a couple cool maps that caught my eye, and a few reminders of what the PC's last actions have caused to happen...or not...over the last month". I do a lot of "sandbox with wings" style DM'ing (re: a sandbox that I do a LOT of 'winging' in). I enjoy the on-the-spot creation challenges that crop up during the session, so planing out a "6-8 encounter with an XP budget" session is...completely opposite from how I like to do things. Am I alone in this? Or are there others who enjoy this sort of "improve DM'ing" and "logical campaign world-based adventure locale design"? ^_^ Paul L. Ming [/QUOTE]
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