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A Discussion in Game Design: The 15 minute work day.
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<blockquote data-quote="Riverwalker" data-source="post: 5318251" data-attributes="member: 22526"><p>I am toying with this in my current game and have experienced something interesting. </p><p>For the first 4 levels of the party I ran straight 4e adventures (KotS and a Dungeon one), but for the past 2 levels I have run an adaption of an earlier edition scenario (Dwellers of the Fobidden City). With KotS the players were much more likely to choose the '15 minute work day', but with DotFC they are taking on many more encounters. </p><p>There are two main changes between the two situations that I can see:</p><p>- the structure of the scenario is more open, dynamic and player driven in DotFC</p><p>- my conversion of DotFC has meant a much greater variety of difficulty of encounters i.e. some are very easy and some are very hard, compared to KotS which were more consistently challenging. Some fights are trival, and I suspect some groups would find them dull due to being too easy - my group rather enjoys the feeling of superiority they get from totally overwhelming some foes, and then the contrast of a foe they run from. </p><p></p><p>These two changes have resulted in the players making a lot more decisions and risk assessments about pushing on or resting. </p><p></p><p>Personally I enjoy them pushing on and 'doing more' in a game day. I try hard to make each encounter interesting through terrain, role-play, story advancement etc rather than it always being a close run battle.</p><p></p><p>My experience so far is too limited, but I am tending towards making most encounters less resource draining than is usual for 4e.</p></blockquote><p></p>
[QUOTE="Riverwalker, post: 5318251, member: 22526"] I am toying with this in my current game and have experienced something interesting. For the first 4 levels of the party I ran straight 4e adventures (KotS and a Dungeon one), but for the past 2 levels I have run an adaption of an earlier edition scenario (Dwellers of the Fobidden City). With KotS the players were much more likely to choose the '15 minute work day', but with DotFC they are taking on many more encounters. There are two main changes between the two situations that I can see: - the structure of the scenario is more open, dynamic and player driven in DotFC - my conversion of DotFC has meant a much greater variety of difficulty of encounters i.e. some are very easy and some are very hard, compared to KotS which were more consistently challenging. Some fights are trival, and I suspect some groups would find them dull due to being too easy - my group rather enjoys the feeling of superiority they get from totally overwhelming some foes, and then the contrast of a foe they run from. These two changes have resulted in the players making a lot more decisions and risk assessments about pushing on or resting. Personally I enjoy them pushing on and 'doing more' in a game day. I try hard to make each encounter interesting through terrain, role-play, story advancement etc rather than it always being a close run battle. My experience so far is too limited, but I am tending towards making most encounters less resource draining than is usual for 4e. [/QUOTE]
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