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<blockquote data-quote="firesnakearies" data-source="post: 5186776" data-attributes="member: 71334"><p>Sounds awesome. I remember thinking about trying to set up something very similar to this myself, before the <strong>D&D Encounters</strong> program came along. Great ideas here. </p><p></p><p>I love the attention to the recap of goals and progress, and the reminder of clues found so far. I like the idea of DMs being interchangeable from session to session without spoiling the later bits for themselves, too.</p><p></p><p></p><p>One thing that I didn't like, or didn't understand perhaps: </p><p></p><p></p><p></p><p></p><p>Defined points where an extended rest can occur is good. I'm with you there. Where you lose me is the part where players know ahead of time exactly when they'll get to rest. That seems to strip away a lot of the tension, mystery, and resource management concerns, and promote total, massive metagaming. I <em>really</em> dislike the <em>"well, it's the last encounter guys, let's blow all our stuff"</em> thing. A lot.</p><p></p><p>What was your thinking on that?</p><p></p><p>I think it would be cool to wonder, each week, whether or not this was the time when you'd get the extended rest. Sometimes you'd get one sooner than you expected, and it'd be a nice relief. Other times, you'd think you were due one, and then forced to go another week without, and it would be tough and tense. I dunno, that just suits me better, for what I enjoy in D&D. I know that many people feel differently.</p><p></p><p></p><p>Also, the idea of NO advancement or treasure is okay, I think it would work fine, and avoid some issues and bookkeeping and possible weirdness. But I dunno. Maybe a little bit of pre-defined advancement would be better. Maybe there's one magic item specifically in the adventure for each character, and if they can find it, they get it. People really do like finding loot a whole lot, it seems to me.</p><p></p><p>And the way that season 2 of <strong>DDE</strong> is going to do advancement seems pretty good, too. Everyone levels at a pre-defined time, together (no worrying about XP), and they're just given their advancement details. No picking new stuff, it's pre-determined for you. I find that pretty appealing, in that it seems easy and interchangeable.</p><p></p><p>But the "no advancement or treasure" thing has its merits too.</p></blockquote><p></p>
[QUOTE="firesnakearies, post: 5186776, member: 71334"] Sounds awesome. I remember thinking about trying to set up something very similar to this myself, before the [B]D&D Encounters[/B] program came along. Great ideas here. I love the attention to the recap of goals and progress, and the reminder of clues found so far. I like the idea of DMs being interchangeable from session to session without spoiling the later bits for themselves, too. One thing that I didn't like, or didn't understand perhaps: Defined points where an extended rest can occur is good. I'm with you there. Where you lose me is the part where players know ahead of time exactly when they'll get to rest. That seems to strip away a lot of the tension, mystery, and resource management concerns, and promote total, massive metagaming. I [I]really[/I] dislike the [I]"well, it's the last encounter guys, let's blow all our stuff"[/I] thing. A lot. What was your thinking on that? I think it would be cool to wonder, each week, whether or not this was the time when you'd get the extended rest. Sometimes you'd get one sooner than you expected, and it'd be a nice relief. Other times, you'd think you were due one, and then forced to go another week without, and it would be tough and tense. I dunno, that just suits me better, for what I enjoy in D&D. I know that many people feel differently. Also, the idea of NO advancement or treasure is okay, I think it would work fine, and avoid some issues and bookkeeping and possible weirdness. But I dunno. Maybe a little bit of pre-defined advancement would be better. Maybe there's one magic item specifically in the adventure for each character, and if they can find it, they get it. People really do like finding loot a whole lot, it seems to me. And the way that season 2 of [B]DDE[/B] is going to do advancement seems pretty good, too. Everyone levels at a pre-defined time, together (no worrying about XP), and they're just given their advancement details. No picking new stuff, it's pre-determined for you. I find that pretty appealing, in that it seems easy and interchangeable. But the "no advancement or treasure" thing has its merits too. [/QUOTE]
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