Menu
News
All News
Dungeons & Dragons
Level Up: Advanced 5th Edition
Pathfinder
Starfinder
Warhammer
2d20 System
Year Zero Engine
Industry News
Reviews
Dragon Reflections
White Dwarf Reflections
Columns
Weekly Digests
Weekly News Digest
Freebies, Sales & Bundles
RPG Print News
RPG Crowdfunding News
Game Content
ENterplanetary DimENsions
Mythological Figures
Opinion
Worlds of Design
Peregrine's Nest
RPG Evolution
Other Columns
From the Freelancing Frontline
Monster ENcyclopedia
WotC/TSR Alumni Look Back
4 Hours w/RSD (Ryan Dancey)
The Road to 3E (Jonathan Tweet)
Greenwood's Realms (Ed Greenwood)
Drawmij's TSR (Jim Ward)
Community
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions, OSR, & D&D Variants
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Resources
Wiki
Pages
Latest activity
Media
New media
New comments
Search media
Downloads
Latest reviews
Search resources
EN Publishing
Store
EN5ider
Adventures in ZEITGEIST
Awfully Cheerful Engine
What's OLD is NEW
Judge Dredd & The Worlds Of 2000AD
War of the Burning Sky
Level Up: Advanced 5E
Events & Releases
Upcoming Events
Private Events
Featured Events
Socials!
EN Publishing
Twitter
BlueSky
Facebook
Instagram
EN World
BlueSky
YouTube
Facebook
Twitter
Twitch
Podcast
Features
Top 5 RPGs Compiled Charts 2004-Present
Adventure Game Industry Market Research Summary (RPGs) V1.0
Ryan Dancey: Acquiring TSR
Q&A With Gary Gygax
D&D Rules FAQs
TSR, WotC, & Paizo: A Comparative History
D&D Pronunciation Guide
Million Dollar TTRPG Kickstarters
Tabletop RPG Podcast Hall of Fame
Eric Noah's Unofficial D&D 3rd Edition News
D&D in the Mainstream
D&D & RPG History
About Morrus
Log in
Register
What's new
Search
Search
Search titles only
By:
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions, OSR, & D&D Variants
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Menu
Log in
Register
Install the app
Install
Upgrade your account to a Community Supporter account and remove most of the site ads.
Community
General Tabletop Discussion
*Dungeons & Dragons
Campaign Confounders (idea discussion)
JavaScript is disabled. For a better experience, please enable JavaScript in your browser before proceeding.
You are using an out of date browser. It may not display this or other websites correctly.
You should upgrade or use an
alternative browser
.
Reply to thread
Message
<blockquote data-quote="Quickleaf" data-source="post: 8822188" data-attributes="member: 20323"><p>I don't think your proposal is necessarily solving your problem.</p><p></p><p>For example, you mention one of your "Encounter Deck Confounders" being "make an Athletics check or hit by falling rock."</p><p></p><p>OK, but how does that even address your initial complaint – stagnant combats with a lack of movement?</p><p></p><p>This is a pretty common design mistake: Thinking that if we throw the kitchen sink of options at a problem, that the problem will somehow be masked or fall by the wayside. Instead it's more like "treating" a specific medical condition with a bunch of "well this might work" that never address the underlying problem.</p><p></p><p>Instead I'd go back to that original complaint – <em>we have stagnant combats with a lack of movement</em> – and ask "how can I encourage the players to move more?"</p><p></p><p>Here's an example of applying that to a simple Troll on the Bridge encounter: PCs come to a 40-foot bridge spanning a roaring river chasm. Troll climbs up, slams club, and says in broken Common "i'll eat whoever tries to cross."</p><p></p><p>Now it's time to interrogate the encounter idea: What encourages the PCs to move? Why not just pincushion the troll with arrows/spells? Or close to melee and carve it up 10th-level PC style? Let's brainstorm...</p><ul> <li data-xf-list-type="ul">Maybe there's a waterfall or heavy mists or statues acting as cover that prevent a clear shot to the troll?</li> <li data-xf-list-type="ul">Maybe when the troll slams its club the entire bridge shudders and some stones fall into the river below, hinting that it's an unstable structure?</li> <li data-xf-list-type="ul">Maybe there are lurking shadows under the bridge hinting that there are more trolls in hiding?</li> <li data-xf-list-type="ul">Maybe the party needs to rapidly reach the other side before (a) enemies or a hazard catch up to them from behind? (b) the light of the Sidhelein Moon fades and the way into the secret citadel is lost for another month? (c) the curse/disease/poison afflicting one of them reaches its apex and they die or transform before reaching the cure on the other side?</li> <li data-xf-list-type="ul">Maybe the troll's obscene shouting causes stalactites overhead to rattle in the shadows of the PCs' torchlight, suggesting certain areas of the bridge/surrounds could be struck if the stalactites were to fall?</li> <li data-xf-list-type="ul">Maybe in framing the scene you describe a NPC get knocked 15 feet through the air by the troll's club, dropping them into the river below, hinting this troll has a special push attack?</li> </ul></blockquote><p></p>
[QUOTE="Quickleaf, post: 8822188, member: 20323"] I don't think your proposal is necessarily solving your problem. For example, you mention one of your "Encounter Deck Confounders" being "make an Athletics check or hit by falling rock." OK, but how does that even address your initial complaint – stagnant combats with a lack of movement? This is a pretty common design mistake: Thinking that if we throw the kitchen sink of options at a problem, that the problem will somehow be masked or fall by the wayside. Instead it's more like "treating" a specific medical condition with a bunch of "well this might work" that never address the underlying problem. Instead I'd go back to that original complaint – [I]we have stagnant combats with a lack of movement[/I] – and ask "how can I encourage the players to move more?" Here's an example of applying that to a simple Troll on the Bridge encounter: PCs come to a 40-foot bridge spanning a roaring river chasm. Troll climbs up, slams club, and says in broken Common "i'll eat whoever tries to cross." Now it's time to interrogate the encounter idea: What encourages the PCs to move? Why not just pincushion the troll with arrows/spells? Or close to melee and carve it up 10th-level PC style? Let's brainstorm... [LIST] [*]Maybe there's a waterfall or heavy mists or statues acting as cover that prevent a clear shot to the troll? [*]Maybe when the troll slams its club the entire bridge shudders and some stones fall into the river below, hinting that it's an unstable structure? [*]Maybe there are lurking shadows under the bridge hinting that there are more trolls in hiding? [*]Maybe the party needs to rapidly reach the other side before (a) enemies or a hazard catch up to them from behind? (b) the light of the Sidhelein Moon fades and the way into the secret citadel is lost for another month? (c) the curse/disease/poison afflicting one of them reaches its apex and they die or transform before reaching the cure on the other side? [*]Maybe the troll's obscene shouting causes stalactites overhead to rattle in the shadows of the PCs' torchlight, suggesting certain areas of the bridge/surrounds could be struck if the stalactites were to fall? [*]Maybe in framing the scene you describe a NPC get knocked 15 feet through the air by the troll's club, dropping them into the river below, hinting this troll has a special push attack? [/LIST] [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
*Dungeons & Dragons
Campaign Confounders (idea discussion)
Top