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A Return to the Dungeon
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<blockquote data-quote="RangerWickett" data-source="post: 5135207" data-attributes="member: 63"><p>Let's consider some hypothetical adventure design, and see if we get any clever ideas for the game to handle those situations well.</p><p></p><p> </p><p>For example, Red Hand of Doom basically consists of several mini-adventures that all build together, spanning 4 or 5 levels. </p><p></p><p>When I played it in 3e, there was pressure because you couldn't dally. You had X days before the army reached the city, and in that time you needed to pull off a lot of victories to keep the army from steamrolling you. Each mini-adventure usually involved 1 or 2 minor encounters (battles or social or exploratory), and one major combat. </p><p></p><p>It was paced well, though a lot of times there wasn't much "game-based consequence" in the earlier encounters. The climactic combats at the end of each mini-adventure were actually challenging, but all the other encounters, puzzles, and challenges were really just there to eat up your time. It worked for that adventure, but if you wanted to run an adventure without a ticking clock, you'd need a different depletable resource to keep the tension up.</p><p></p><p>The first mini-adventure' has you stumble upon bad guys and figure out an army is forming. You warn the nearby town, then have to figure out where the army is and what they're up to. After a lot of talking and interacting and establishing the environment, you set out to investigate a front outpost of the army, where you have a big fight, and then earn a major haul of intelligence.</p><p></p><p>In 3e it was easy combat, then roleplay with some skill checks, then hard combat.</p><p></p><p>In 4e it would be level N combat, skill challenge, skill challenge, skill challenge, and finally level N+3 combat.</p><p></p><p>How would it be in KM's hypothetical idea?</p></blockquote><p></p>
[QUOTE="RangerWickett, post: 5135207, member: 63"] Let's consider some hypothetical adventure design, and see if we get any clever ideas for the game to handle those situations well. For example, Red Hand of Doom basically consists of several mini-adventures that all build together, spanning 4 or 5 levels. When I played it in 3e, there was pressure because you couldn't dally. You had X days before the army reached the city, and in that time you needed to pull off a lot of victories to keep the army from steamrolling you. Each mini-adventure usually involved 1 or 2 minor encounters (battles or social or exploratory), and one major combat. It was paced well, though a lot of times there wasn't much "game-based consequence" in the earlier encounters. The climactic combats at the end of each mini-adventure were actually challenging, but all the other encounters, puzzles, and challenges were really just there to eat up your time. It worked for that adventure, but if you wanted to run an adventure without a ticking clock, you'd need a different depletable resource to keep the tension up. The first mini-adventure' has you stumble upon bad guys and figure out an army is forming. You warn the nearby town, then have to figure out where the army is and what they're up to. After a lot of talking and interacting and establishing the environment, you set out to investigate a front outpost of the army, where you have a big fight, and then earn a major haul of intelligence. In 3e it was easy combat, then roleplay with some skill checks, then hard combat. In 4e it would be level N combat, skill challenge, skill challenge, skill challenge, and finally level N+3 combat. How would it be in KM's hypothetical idea? [/QUOTE]
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