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Community
General Tabletop Discussion
*TTRPGs General
Adventure hooks vs. encounter design
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<blockquote data-quote="roguerouge" data-source="post: 3826105" data-attributes="member: 13855"><p>In the interests of being an effective net complainer, I'd like to ask that future module authors pay attention to this:</p><p></p><p>Your encounter design HAS to change if your adventure hook puts the party on the clock.</p><p></p><p>As an example, with spoilers, from Paizo's Kobold King adventure, which I think has neat encounters, a good hook, playable NPCs for the DM. It also looks like a death trap when you take into account the following:</p><p></p><p><span style="color: Black">If the party's supposed to rescue kidnapped kids in a dangerous monster infested mine, please don't assume that they're going to rest after 4-5 level appropriate encounters. They're ESPECIALLY not going to rest and regain health and spells once they rescue a few of them and realize what's going on and what the stakes are. On the first level alone there's 4 EL 5 encounters, 2 EL 4s, 7 EL 3s, and 3 low level encounters after that. On the next level, where the last kids are, there's 3 EL 7s, an EL 6, 4 more EL 5s, and more encounters on top of that. For 4 2nd level characters?! Yes, there's help, but there's the ever present possibility of betrayal too to cancel that bonus out. </span></p><p></p><p>Look, I love it when dungeon crawls get all cinematic too. It feels heroic. But perhaps you should consider making the party level a bit higher or making the encounters easier, or having hoards of scrolls and potions. </p><p></p><p>And it's not just you. DMs who adapt these modules for their campaigns need to think about this too.</p></blockquote><p></p>
[QUOTE="roguerouge, post: 3826105, member: 13855"] In the interests of being an effective net complainer, I'd like to ask that future module authors pay attention to this: Your encounter design HAS to change if your adventure hook puts the party on the clock. As an example, with spoilers, from Paizo's Kobold King adventure, which I think has neat encounters, a good hook, playable NPCs for the DM. It also looks like a death trap when you take into account the following: [COLOR=Black]If the party's supposed to rescue kidnapped kids in a dangerous monster infested mine, please don't assume that they're going to rest after 4-5 level appropriate encounters. They're ESPECIALLY not going to rest and regain health and spells once they rescue a few of them and realize what's going on and what the stakes are. On the first level alone there's 4 EL 5 encounters, 2 EL 4s, 7 EL 3s, and 3 low level encounters after that. On the next level, where the last kids are, there's 3 EL 7s, an EL 6, 4 more EL 5s, and more encounters on top of that. For 4 2nd level characters?! Yes, there's help, but there's the ever present possibility of betrayal too to cancel that bonus out. [/COLOR] Look, I love it when dungeon crawls get all cinematic too. It feels heroic. But perhaps you should consider making the party level a bit higher or making the encounters easier, or having hoards of scrolls and potions. And it's not just you. DMs who adapt these modules for their campaigns need to think about this too. [/QUOTE]
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Adventure hooks vs. encounter design
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