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Combo menu encounter design
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<blockquote data-quote="justanobody" data-source="post: 4547666" data-attributes="member: 70778"><p>You are not alone, as that is all I call encoutners. Random encounters = wandering monsters, etc.</p><p></p><p>I am fine with things like that over the course of the adventure,a nd actually put many things into games that make use of every allowed aspect in my worlds. But each "encounter" is not really going to be something tailored just for the characters in it, because you never know when the player of the dwarf character will be missing form the game.</p><p></p><p>I also don't center in on where there are chances to use anything on a character sheets. That is something for the players to decide where and when they want to try anything, and the results will follow depending on how they use anything.</p><p></p><p>I never target a players items. That to me would be like telling the players to hand me their wallets and I will order what we are having for snacks and spend the money I feel like from each by some arbitrary reason.</p><p></p><p>You also never know in advance what a player may do with an item just prior to an encounter.</p><p></p><p>Fighter: I will leave these extra weapons behind and hide them here to keep less clutter until we return.</p><p></p><p>That sword now no longer appears in the character inventory where it was designed to be needed or used.</p><p></p><p>I prefer much more to allow anything to be tried and let the players shine on their own, rather than me guide specific places for a player to shine, as this sometimes can quite easily come off as favoritism.</p></blockquote><p></p>
[QUOTE="justanobody, post: 4547666, member: 70778"] You are not alone, as that is all I call encoutners. Random encounters = wandering monsters, etc. I am fine with things like that over the course of the adventure,a nd actually put many things into games that make use of every allowed aspect in my worlds. But each "encounter" is not really going to be something tailored just for the characters in it, because you never know when the player of the dwarf character will be missing form the game. I also don't center in on where there are chances to use anything on a character sheets. That is something for the players to decide where and when they want to try anything, and the results will follow depending on how they use anything. I never target a players items. That to me would be like telling the players to hand me their wallets and I will order what we are having for snacks and spend the money I feel like from each by some arbitrary reason. You also never know in advance what a player may do with an item just prior to an encounter. Fighter: I will leave these extra weapons behind and hide them here to keep less clutter until we return. That sword now no longer appears in the character inventory where it was designed to be needed or used. I prefer much more to allow anything to be tried and let the players shine on their own, rather than me guide specific places for a player to shine, as this sometimes can quite easily come off as favoritism. [/QUOTE]
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