Menu
News
All News
Dungeons & Dragons
Level Up: Advanced 5th Edition
Pathfinder
Starfinder
Warhammer
2d20 System
Year Zero Engine
Industry News
Reviews
Dragon Reflections
White Dwarf Reflections
Columns
Weekly Digests
Weekly News Digest
Freebies, Sales & Bundles
RPG Print News
RPG Crowdfunding News
Game Content
ENterplanetary DimENsions
Mythological Figures
Opinion
Worlds of Design
Peregrine's Nest
RPG Evolution
Other Columns
From the Freelancing Frontline
Monster ENcyclopedia
WotC/TSR Alumni Look Back
4 Hours w/RSD (Ryan Dancey)
The Road to 3E (Jonathan Tweet)
Greenwood's Realms (Ed Greenwood)
Drawmij's TSR (Jim Ward)
Community
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions, OSR, & D&D Variants
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Resources
Wiki
Pages
Latest activity
Media
New media
New comments
Search media
Downloads
Latest reviews
Search resources
EN Publishing
Store
EN5ider
Adventures in ZEITGEIST
Awfully Cheerful Engine
What's OLD is NEW
Judge Dredd & The Worlds Of 2000AD
War of the Burning Sky
Level Up: Advanced 5E
Events & Releases
Upcoming Events
Private Events
Featured Events
Socials!
EN Publishing
Twitter
BlueSky
Facebook
Instagram
EN World
BlueSky
YouTube
Facebook
Twitter
Twitch
Podcast
Features
Top 5 RPGs Compiled Charts 2004-Present
Adventure Game Industry Market Research Summary (RPGs) V1.0
Ryan Dancey: Acquiring TSR
Q&A With Gary Gygax
D&D Rules FAQs
TSR, WotC, & Paizo: A Comparative History
D&D Pronunciation Guide
Million Dollar TTRPG Kickstarters
Tabletop RPG Podcast Hall of Fame
Eric Noah's Unofficial D&D 3rd Edition News
D&D in the Mainstream
D&D & RPG History
About Morrus
Log in
Register
What's new
Search
Search
Search titles only
By:
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions, OSR, & D&D Variants
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Menu
Log in
Register
Install the app
Install
Upgrade your account to a Community Supporter account and remove most of the site ads.
Community
General Tabletop Discussion
*Dungeons & Dragons
Encounter ideas
JavaScript is disabled. For a better experience, please enable JavaScript in your browser before proceeding.
You are using an out of date browser. It may not display this or other websites correctly.
You should upgrade or use an
alternative browser
.
Reply to thread
Message
<blockquote data-quote="iserith" data-source="post: 7164771" data-attributes="member: 97077"><p>Do they have some means by which they're able to "retreat" as you say without suffering an opportunity attack? There are some class features and feats that allow for that, but they shouldn't all be able to do it as far as I know.</p><p></p><p>Check out DMG pages 81 to 87 for tips on Encounter Design. Also, take a gander at some of the <a href="http://www.enworld.org/forum/showthread.php?470673-is3rith-s-Adventure-Scenarios" target="_blank">short-form scenarios that I have posted over the years</a>. There are a number of them that involve all pillars in the same scene with character and monster objectives and alternate victory or defeat conditions.</p><p></p><p>Finally, make sure you as DM are setting the tone for being awesome. I find that means following the basic conversation as closely as possible: Describe the environment and, after the players have stated what they want to do, narrate the result of their actions. Then <em>repeat</em>. Many DMs, after the initial description of the environment, just start calling out character names like they are taking orders at the deli. When each character's turn is resolved, start the loop again by describing the environment as it stands in light of what has transpired, then ask "What do you do?" Try to do that as pithily and evocatively as possible to get the players excited about acting.</p><p></p><p>And one last bit on that - when narrating the result of their actions, do it from the perspective of what impact they had. <em>Don't describe their actions for them</em> as I see so, so many DMs doing (including on some popular podcasts). The players are the ones who describe what they want to do (or, more accurately, try to do). You just tell them the result. So while "I attack the orc with my sword in order to kill it..." is technically a sufficient goal and approach, sometimes players are bland about their descriptions because they expect the DM to make it more flavorful after the dice are rolled e.g. "You swing overhead with a relentless storm of sword strokes, letting out a vicious war cry as you vent your fury at the orc!" No, I say! The <em>player</em> should be doing describing that bit and you should be adding to it only with how it turns out before looping back around to describing the environment. This makes for a more evocative whole and shares the responsibility of the storytelling as it should be done instead of pushing it entirely on the DM.</p></blockquote><p></p>
[QUOTE="iserith, post: 7164771, member: 97077"] Do they have some means by which they're able to "retreat" as you say without suffering an opportunity attack? There are some class features and feats that allow for that, but they shouldn't all be able to do it as far as I know. Check out DMG pages 81 to 87 for tips on Encounter Design. Also, take a gander at some of the [URL="http://www.enworld.org/forum/showthread.php?470673-is3rith-s-Adventure-Scenarios"]short-form scenarios that I have posted over the years[/URL]. There are a number of them that involve all pillars in the same scene with character and monster objectives and alternate victory or defeat conditions. Finally, make sure you as DM are setting the tone for being awesome. I find that means following the basic conversation as closely as possible: Describe the environment and, after the players have stated what they want to do, narrate the result of their actions. Then [I]repeat[/I]. Many DMs, after the initial description of the environment, just start calling out character names like they are taking orders at the deli. When each character's turn is resolved, start the loop again by describing the environment as it stands in light of what has transpired, then ask "What do you do?" Try to do that as pithily and evocatively as possible to get the players excited about acting. And one last bit on that - when narrating the result of their actions, do it from the perspective of what impact they had. [I]Don't describe their actions for them[/I] as I see so, so many DMs doing (including on some popular podcasts). The players are the ones who describe what they want to do (or, more accurately, try to do). You just tell them the result. So while "I attack the orc with my sword in order to kill it..." is technically a sufficient goal and approach, sometimes players are bland about their descriptions because they expect the DM to make it more flavorful after the dice are rolled e.g. "You swing overhead with a relentless storm of sword strokes, letting out a vicious war cry as you vent your fury at the orc!" No, I say! The [I]player[/I] should be doing describing that bit and you should be adding to it only with how it turns out before looping back around to describing the environment. This makes for a more evocative whole and shares the responsibility of the storytelling as it should be done instead of pushing it entirely on the DM. [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
*Dungeons & Dragons
Encounter ideas
Top