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[CAMPAIGN] Out of the Abyss [SPOILERS]
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<blockquote data-quote="Celtavian" data-source="post: 6989541" data-attributes="member: 5834"><p><strong>Game Restarted</strong></p><p></p><p>We completed our first session reboot. I've decided to design encounters with a narrative approach that limits resting and applies conditions without saves if it fits the narrative situation I've concocted. I feel 5E does not do a good job of replicating a static living world somewhat based on reality like D&D did in 3E. 5E plays better when driven by a narrative with the DM using the tools to create role-playing situations with mechanical challenges crafted to achieve the the goals of the narrative. This allows you to ensure the players do not control the rest periods and other mechanical aspects of the game in a linear, repetitive fashion like the sun and moon rising. It allows the DM to control the mechanics by creating situations where the narrative drives the rest periods (lulls in combat and action) and player resource decisions forcing the players to make hard choices to achieve narrative goals that lead to advancement of the story and the mechanical aspects of their character.</p><p></p><p>I re-designed the maze within the labyrinth. Instead of tracking it daily using a finite distance and time, I designed it with a narrative approach that limited long rests and daily encounter rolling. The narrative conception of the maze was as a place of endless, confusing tunnels echoing with screams and imbued with the power of a demon lord that did not want any being within his domain to come fully prepared to battle. They would always be fighting for their life within the maze against other creatures that had become lost within it and his demonic minions. The longer they traversed the maze unsuccessfully, the more fatigued, hungry, and hopeless they would become until they died within it or faced the power that lay at its center. With this concept in mind, I constructed the rules that applied in the maze. I felt this led to a more challenging and interesting situation for the players, one that did not focus on repetitive rolls leading to repetitive encounters. I focused more on the feeling of wandering in a demon lord's maze and the narrative situations they may find within. It seemed to play better for them and myself.</p><p></p><p>I'll post more information on the encounters and area design soon.</p></blockquote><p></p>
[QUOTE="Celtavian, post: 6989541, member: 5834"] [b]Game Restarted[/b] We completed our first session reboot. I've decided to design encounters with a narrative approach that limits resting and applies conditions without saves if it fits the narrative situation I've concocted. I feel 5E does not do a good job of replicating a static living world somewhat based on reality like D&D did in 3E. 5E plays better when driven by a narrative with the DM using the tools to create role-playing situations with mechanical challenges crafted to achieve the the goals of the narrative. This allows you to ensure the players do not control the rest periods and other mechanical aspects of the game in a linear, repetitive fashion like the sun and moon rising. It allows the DM to control the mechanics by creating situations where the narrative drives the rest periods (lulls in combat and action) and player resource decisions forcing the players to make hard choices to achieve narrative goals that lead to advancement of the story and the mechanical aspects of their character. I re-designed the maze within the labyrinth. Instead of tracking it daily using a finite distance and time, I designed it with a narrative approach that limited long rests and daily encounter rolling. The narrative conception of the maze was as a place of endless, confusing tunnels echoing with screams and imbued with the power of a demon lord that did not want any being within his domain to come fully prepared to battle. They would always be fighting for their life within the maze against other creatures that had become lost within it and his demonic minions. The longer they traversed the maze unsuccessfully, the more fatigued, hungry, and hopeless they would become until they died within it or faced the power that lay at its center. With this concept in mind, I constructed the rules that applied in the maze. I felt this led to a more challenging and interesting situation for the players, one that did not focus on repetitive rolls leading to repetitive encounters. I focused more on the feeling of wandering in a demon lord's maze and the narrative situations they may find within. It seemed to play better for them and myself. I'll post more information on the encounters and area design soon. [/QUOTE]
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[CAMPAIGN] Out of the Abyss [SPOILERS]
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