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<blockquote data-quote="Sadras" data-source="post: 6309786" data-attributes="member: 6688277"><p>Sorry @<em><strong><u><a href="http://www.enworld.org/forum/member.php?u=42582" target="_blank">pemerton</a></u></strong></em> lost my finished reply to a DC, and I needed an energy surge to reply again, which took a couple of days. </p><p></p><p></p><p></p><p>That is interesting, I take this approach sometimes, but generally I try fit cool moments in the story. So first I think-up a story from which I can frame PC into difficult situations not the other way round.</p><p>But with regards to how you design adventures - how do you go about that process? Do you design difficult situations/frames and then work a story around it?</p><p></p><p></p><p></p><p>I was not at all suggesting social interactions and meeting new people are not important to yours or @<em><strong><u><a href="http://www.enworld.org/forum/member.php?u=22779" target="_blank">Hussar</a></u></strong></em>'s game. XPs rewarded due to combat are around 10% in my campaign. Thinking up the idea and researching in the town archives (if new town) would earn XP in my campaign. Travelling new roads would earn XP...etc </p><p>We run XP different to the x sessions/DM desires = level increase or the generic XP earning per the DMG.</p><p>There was no slight intended. </p><p></p><p></p><p></p><p>I understand that, but I don't mind certain "downloading" being done via research or creative thinking by the PCs, naturally its also dependant on what type of information is asked for/given.</p><p> </p><p> </p><p></p><p>I think its unfair to judge that DM based on a Conan book. </p><p></p><p></p><p></p><p>That style certainly speeds up play and getting through the adventure faster. </p><p>I use prep time for role-playing purposes which again allows for XP gain in our campaign. </p><p>So while in the town archives they meet persons of interest and engage (it fleshes out the campaign world and allows me to draw on such experiences or characters in future stories/ideas). Same with merchants, taverns and inns - not everything is driven into the current adventure they're on.</p><p></p><p></p><p></p><p>I have no issue with this. I think my posts with @<em><strong><u><a href="http://www.enworld.org/forum/member.php?u=87792" target="_blank">Neonchameleon</a></u></strong></em> reflect that, I just wouldn't discount the possibility of them being lost...of course they can find their bearings again with actions being done.</p><p></p><p></p><p>Cool. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f60e.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":cool:" title="Cool :cool:" data-smilie="6"data-shortname=":cool:" /></p></blockquote><p></p>
[QUOTE="Sadras, post: 6309786, member: 6688277"] Sorry @[I][B][U][URL="http://www.enworld.org/forum/member.php?u=42582"]pemerton[/URL][/U][/B][/I] lost my finished reply to a DC, and I needed an energy surge to reply again, which took a couple of days. That is interesting, I take this approach sometimes, but generally I try fit cool moments in the story. So first I think-up a story from which I can frame PC into difficult situations not the other way round. But with regards to how you design adventures - how do you go about that process? Do you design difficult situations/frames and then work a story around it? I was not at all suggesting social interactions and meeting new people are not important to yours or @[I][B][U][URL="http://www.enworld.org/forum/member.php?u=22779"]Hussar[/URL][/U][/B][/I]'s game. XPs rewarded due to combat are around 10% in my campaign. Thinking up the idea and researching in the town archives (if new town) would earn XP in my campaign. Travelling new roads would earn XP...etc We run XP different to the x sessions/DM desires = level increase or the generic XP earning per the DMG. There was no slight intended. I understand that, but I don't mind certain "downloading" being done via research or creative thinking by the PCs, naturally its also dependant on what type of information is asked for/given. I think its unfair to judge that DM based on a Conan book. That style certainly speeds up play and getting through the adventure faster. I use prep time for role-playing purposes which again allows for XP gain in our campaign. So while in the town archives they meet persons of interest and engage (it fleshes out the campaign world and allows me to draw on such experiences or characters in future stories/ideas). Same with merchants, taverns and inns - not everything is driven into the current adventure they're on. I have no issue with this. I think my posts with @[I][B][U][URL="http://www.enworld.org/forum/member.php?u=87792"]Neonchameleon[/URL][/U][/B][/I] reflect that, I just wouldn't discount the possibility of them being lost...of course they can find their bearings again with actions being done. Cool. :cool: [/QUOTE]
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