Asmor
First Post
I've been thinking about D&D Encounters, and how it could be improved. I could see running my own, non-sanctioned D&D Encounters events at e.g. weekly game clubs.
Here are some goals I have.
*There should be a combat every session. It needn't be the focus of the session, and if not the focus it shouldn't be a particularly involved combat, but there does need to be one for every session.
*It should be easy for players to come in and out at any point.
*It should be easy for DMs to come in and out at any point.
*It should be easy for a DM to not accidentally spoil future encounters for himself in case he's a player in the next session.
*The encounters should be part of a coherent adventure.
*Each session should move the adventure forward tangibly.
So with those goals laid out, I've got some ideas. Mostly it's just stuff about formatting; the adventure itself doesn't really veer away from normal adventure design too much, except that you need to design it around explicit 'sessions'.
*Sessions should follow one of the following 'templates:' 1 minor encounter (5-10 minutes) and 1 major encounter (targeted at just under an hour); OR 2 medium encounters (both in the 20-30 minute range). Examples would be roleplaying + standard battle, puzzle + small battle, two linked small battles, etc.
*Each session should be physically distinct from other sessions; if not printed on separate pages (such as if loose), at least printed on opposite sides of double-sided pages (as in a book).
*Each session should start with:
1. A recap of the heroes' goal, their current progress, and the (presumed successful) resolution of the last session.
2. A list of clues the heroes should have gathered up to the current point (e.g. "The witch wore the same ring as the baron's daughter" or "You found a gleaming golden key in the wishing well"). The DM is expected to remind the players about all "open" clues they should have gotten, regardless of whether they did or not.
3. A brief overview, for the DM's eyes only, of what this session will involve. ("The players will confront the Dread Sphinx." "The players must attempt a skill challenge to find the gang's hideout. If they fail the challenge, the gang will have caught word of the PCs' approach and beef up security").
*For each combat, there should be a brief overview of any special tactics or other considerations the DM should know about. ("The rest of the gnolls flee when the flind is killed." "If they can solve its riddle, the Dread Sphinx loses its domination power")
*Each combat should assume 5 PCs, and include suggestions for tailoring it for 3-8 PCs), e.g.
3 players: -1 wererat, -1 rat swarm
4 players: -1 rat swarm
5 players: no change
6 players: +1 dire rat
7 players: +2 dire rats
8 players: +1 wererat, +2 dire rats.
*For skill challenges, there should be a technical overview of the expected flow of the skill challenge for the DM's benefit, and any important things to keep in mind. ("History unlocks Religion; Intimidate checks automatically fail; no more than one streetwise success allowed.")
*Explicit points should be given for the players to have extended rests. The players will know which session their next extended rest will come in ("The first extended rest will be in session 3"). Extended rests should be aimed at for every 3-4 combat encounters.
*There will be no treasure or character advancement. I think D&D encounters serves a nice niche, but matters of XP and treasure distribution just muddy the waters. Save them for a real campaign.
*Records should be kept. For each player, track...
Most damage dealt in a single round
Most damage received in a single round
Most damage healed in a single round
Number of times dropped
Number of times killed
Number of enemies dealt killing blow to
Number of critical hits
Number of natural 1s
...and others. Ideally each 'role' should be well-represented.
*Have milestones for each of the above metrics. Whenever a player reaches a milestone, they get an achievement point. Players also get an achievement point for playing in each session. DM gets 3 achievement points per session, for use if he ends up playing.
*At the end of the 'season' (aka the adventure), award titles and achievement points to the 'winner' of each category.
*Achievement points should be spendable for certain benefits. One idea is to limit the game to PHB 1 races and classes, and since characters are all level 1 players will have no magic items. Players spend points to unlock races, classes, and magic items. Races and classes are unlocked permanently; magic items belong to specific characters and are removed when the character dies. Races and classes should be very cheap; maybe 1 point per race and 2 points per class. Magic items should be more expensive. Maybe 5/7/10/13/18 for level 1/2/3/4/5 items.
*Reset the metrics with each season, and allow players to earn the milestone points again from scratch.
So... There's my idea for my own D&D Encounters-style event. What do you think? Did I miss anything?
Here are some goals I have.
*There should be a combat every session. It needn't be the focus of the session, and if not the focus it shouldn't be a particularly involved combat, but there does need to be one for every session.
*It should be easy for players to come in and out at any point.
*It should be easy for DMs to come in and out at any point.
*It should be easy for a DM to not accidentally spoil future encounters for himself in case he's a player in the next session.
*The encounters should be part of a coherent adventure.
*Each session should move the adventure forward tangibly.
So with those goals laid out, I've got some ideas. Mostly it's just stuff about formatting; the adventure itself doesn't really veer away from normal adventure design too much, except that you need to design it around explicit 'sessions'.
*Sessions should follow one of the following 'templates:' 1 minor encounter (5-10 minutes) and 1 major encounter (targeted at just under an hour); OR 2 medium encounters (both in the 20-30 minute range). Examples would be roleplaying + standard battle, puzzle + small battle, two linked small battles, etc.
*Each session should be physically distinct from other sessions; if not printed on separate pages (such as if loose), at least printed on opposite sides of double-sided pages (as in a book).
*Each session should start with:
1. A recap of the heroes' goal, their current progress, and the (presumed successful) resolution of the last session.
2. A list of clues the heroes should have gathered up to the current point (e.g. "The witch wore the same ring as the baron's daughter" or "You found a gleaming golden key in the wishing well"). The DM is expected to remind the players about all "open" clues they should have gotten, regardless of whether they did or not.
3. A brief overview, for the DM's eyes only, of what this session will involve. ("The players will confront the Dread Sphinx." "The players must attempt a skill challenge to find the gang's hideout. If they fail the challenge, the gang will have caught word of the PCs' approach and beef up security").
*For each combat, there should be a brief overview of any special tactics or other considerations the DM should know about. ("The rest of the gnolls flee when the flind is killed." "If they can solve its riddle, the Dread Sphinx loses its domination power")
*Each combat should assume 5 PCs, and include suggestions for tailoring it for 3-8 PCs), e.g.
3 players: -1 wererat, -1 rat swarm
4 players: -1 rat swarm
5 players: no change
6 players: +1 dire rat
7 players: +2 dire rats
8 players: +1 wererat, +2 dire rats.
*For skill challenges, there should be a technical overview of the expected flow of the skill challenge for the DM's benefit, and any important things to keep in mind. ("History unlocks Religion; Intimidate checks automatically fail; no more than one streetwise success allowed.")
*Explicit points should be given for the players to have extended rests. The players will know which session their next extended rest will come in ("The first extended rest will be in session 3"). Extended rests should be aimed at for every 3-4 combat encounters.
*There will be no treasure or character advancement. I think D&D encounters serves a nice niche, but matters of XP and treasure distribution just muddy the waters. Save them for a real campaign.
*Records should be kept. For each player, track...
Most damage dealt in a single round
Most damage received in a single round
Most damage healed in a single round
Number of times dropped
Number of times killed
Number of enemies dealt killing blow to
Number of critical hits
Number of natural 1s
...and others. Ideally each 'role' should be well-represented.
*Have milestones for each of the above metrics. Whenever a player reaches a milestone, they get an achievement point. Players also get an achievement point for playing in each session. DM gets 3 achievement points per session, for use if he ends up playing.
*At the end of the 'season' (aka the adventure), award titles and achievement points to the 'winner' of each category.
*Achievement points should be spendable for certain benefits. One idea is to limit the game to PHB 1 races and classes, and since characters are all level 1 players will have no magic items. Players spend points to unlock races, classes, and magic items. Races and classes are unlocked permanently; magic items belong to specific characters and are removed when the character dies. Races and classes should be very cheap; maybe 1 point per race and 2 points per class. Magic items should be more expensive. Maybe 5/7/10/13/18 for level 1/2/3/4/5 items.
*Reset the metrics with each season, and allow players to earn the milestone points again from scratch.
So... There's my idea for my own D&D Encounters-style event. What do you think? Did I miss anything?