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*Dungeons & Dragons
Designing Adventures with Lethality in Mind (Kobayashi Maru)- the Poll!
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<blockquote data-quote="iserith" data-source="post: 7524732" data-attributes="member: 97077"><p>Yes, and that's a feature of a current "zone" I'm running in a West Marches-style game which I call the <em>Hills of Argh</em>. This is a multiple DM-setup with around 25 players, so each DM has their own area where players can choose to go adventure.</p><p></p><p>The Hills of Argh is a solid structure I've built for running replayable games and it includes three main points of interest plus a dungeon, trails between each that the players have blazed and named, and an emphasis on exploration and combat challenges. Each day, there are 6 random encounter checks which draws on the CR 5 to 10 Hills random encounter table from Xanathar's. Since PCs of 3rd to 10th level are permitted to adventure in this area, there are a number of encounters that can take down the entire party, if only due to number of creatures alone (which is also random in many cases).</p><p></p><p>As with anything, the players know this going in and know that I will telegraph dangers sufficiently so they can make decisions about whether and how to engage. There have been several occasions in the 6 or so times that I've run this zone that the players decide they don't want to commit the time, resources, or risk to fighting particular creatures and so they've bypassed them instead. Short of being able to pop out a Leomund's tiny hut, there are no long rests in the Hills of Argh, only back in town. As a result, they really have to think about these things.</p><p></p><p>There have been no PC deaths so far, but it's been close on multiple occasions and the session before last was nearly a TPK right before the characters got back to town, a large group of veterans and berserkers who demanded wealth or blood to pass. The PCs chose blood and nearly all died to this random encounter.</p></blockquote><p></p>
[QUOTE="iserith, post: 7524732, member: 97077"] Yes, and that's a feature of a current "zone" I'm running in a West Marches-style game which I call the [I]Hills of Argh[/I]. This is a multiple DM-setup with around 25 players, so each DM has their own area where players can choose to go adventure. The Hills of Argh is a solid structure I've built for running replayable games and it includes three main points of interest plus a dungeon, trails between each that the players have blazed and named, and an emphasis on exploration and combat challenges. Each day, there are 6 random encounter checks which draws on the CR 5 to 10 Hills random encounter table from Xanathar's. Since PCs of 3rd to 10th level are permitted to adventure in this area, there are a number of encounters that can take down the entire party, if only due to number of creatures alone (which is also random in many cases). As with anything, the players know this going in and know that I will telegraph dangers sufficiently so they can make decisions about whether and how to engage. There have been several occasions in the 6 or so times that I've run this zone that the players decide they don't want to commit the time, resources, or risk to fighting particular creatures and so they've bypassed them instead. Short of being able to pop out a Leomund's tiny hut, there are no long rests in the Hills of Argh, only back in town. As a result, they really have to think about these things. There have been no PC deaths so far, but it's been close on multiple occasions and the session before last was nearly a TPK right before the characters got back to town, a large group of veterans and berserkers who demanded wealth or blood to pass. The PCs chose blood and nearly all died to this random encounter. [/QUOTE]
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Designing Adventures with Lethality in Mind (Kobayashi Maru)- the Poll!
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