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Can we talk about best practices?
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<blockquote data-quote="Malmuria" data-source="post: 8341051" data-attributes="member: 7030755"><p>In terms of the best advice for a 5e playstyle, here's what we get from the starter set:</p><p></p><p> </p><p></p><p></p><p>Meanwhile the dmg presents a checklist for two types of adventures--Location-Based and Event-Based--with about a page of supplemental advice for Mysteries (like a murder mystery) and Intrigue (political intrigue...the advice here is particularly useless and boils down to 'think about who the villain(s) might be and what they want, then think about how the PCs get involved'). The two adventure types come with steps for the dm to check off in order to create the adventure and tables to randomly generate prompts for these steps:</p><p></p><p></p><p></p><p>If any of this suggests a design intention, then it is toward a scripted trad-type game. For example, the assign the dm the task of identifying the <em>party's</em> goals, as if you could just tell the players, 'your motivation is x.' The book suggests that the dm anticipate how the player's will approach the situation and how the villain's with react. Finally, it even provides a random table for a scripted climax (" Looking over the Adventure Climax table, you might decide to have the adventurers bait the vampire with a chest of jewels stolen from its lair. As an added twist, you decide that the vampire's true goal is to retrieve a necklace among the jewels.").</p><p></p><p>Is any of this useful advice? Is it onetruewayism to make an argument for why it is not useful advice? What would be better advice for running a trad/neo-trad game?</p></blockquote><p></p>
[QUOTE="Malmuria, post: 8341051, member: 7030755"] In terms of the best advice for a 5e playstyle, here's what we get from the starter set: Meanwhile the dmg presents a checklist for two types of adventures--Location-Based and Event-Based--with about a page of supplemental advice for Mysteries (like a murder mystery) and Intrigue (political intrigue...the advice here is particularly useless and boils down to 'think about who the villain(s) might be and what they want, then think about how the PCs get involved'). The two adventure types come with steps for the dm to check off in order to create the adventure and tables to randomly generate prompts for these steps: If any of this suggests a design intention, then it is toward a scripted trad-type game. For example, the assign the dm the task of identifying the [I]party's[/I] goals, as if you could just tell the players, 'your motivation is x.' The book suggests that the dm anticipate how the player's will approach the situation and how the villain's with react. Finally, it even provides a random table for a scripted climax (" Looking over the Adventure Climax table, you might decide to have the adventurers bait the vampire with a chest of jewels stolen from its lair. As an added twist, you decide that the vampire's true goal is to retrieve a necklace among the jewels."). Is any of this useful advice? Is it onetruewayism to make an argument for why it is not useful advice? What would be better advice for running a trad/neo-trad game? [/QUOTE]
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