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Five-Minute Workday Article
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<blockquote data-quote="HoolMarshes Dweller" data-source="post: 5972565" data-attributes="member: 6696337"><p>The 5-minute workday is nothing more than a talking point that people like to throw around. It's the DM's responsibility to create/run/oversee/ad hoc the adventure. How many people actually have this happen on a regular basis? Especially if they're a 3.x player or 4e player? They have nothing but forum post anecdotes to draw upon. </p><p></p><p>If the DM is prepared, they'll have more to an adventure than just "go in the dark hole in the ground to fight stuff" (although that's a fine adventure indeed). What about the journey there? If the party decides to rest, is their destination near any kind of settlement? If not, the wilderness can offer plenty of opportunity. Maybe the town they're in is full of spies? Maybe they're offered a reward to watch over a farmer's cows but then find out goblins are poaching them.</p><p></p><p> I could go on and on but in 30 years of DMing, I have never, not once, had a 5- or 15-minute workday occur except in the case of a group of high-level adventurers in Tomb of Horrors. As for 1st or even 0-level characters, it's squarely on the DM's shoulders to provide a broad canvas to act upon. This charge doesn't change as characters level up either. Characters will die, especially low level ones and that's okay. Then find a way to get resurrected, reincarnated, etc. </p><p></p><p>I think what this highlights is the need for a very beefy DMG. Let newer DMs see various examples, provide all the tools they need and then some. Give playersThe 1e DMG was a bit of overkill but it certainly had just about everything and the kitchen sink in terms of charts, tables, etc. Sure some of the rules needed editing, the layout was a bit jarring, but the sheer number of resources was helpful. Or the 2e Campaign Sourcebook and Catacomb Guide. All would be welcome in terms of their <u>approach</u> to presenting info for new(er) DMs.</p></blockquote><p></p>
[QUOTE="HoolMarshes Dweller, post: 5972565, member: 6696337"] The 5-minute workday is nothing more than a talking point that people like to throw around. It's the DM's responsibility to create/run/oversee/ad hoc the adventure. How many people actually have this happen on a regular basis? Especially if they're a 3.x player or 4e player? They have nothing but forum post anecdotes to draw upon. If the DM is prepared, they'll have more to an adventure than just "go in the dark hole in the ground to fight stuff" (although that's a fine adventure indeed). What about the journey there? If the party decides to rest, is their destination near any kind of settlement? If not, the wilderness can offer plenty of opportunity. Maybe the town they're in is full of spies? Maybe they're offered a reward to watch over a farmer's cows but then find out goblins are poaching them. I could go on and on but in 30 years of DMing, I have never, not once, had a 5- or 15-minute workday occur except in the case of a group of high-level adventurers in Tomb of Horrors. As for 1st or even 0-level characters, it's squarely on the DM's shoulders to provide a broad canvas to act upon. This charge doesn't change as characters level up either. Characters will die, especially low level ones and that's okay. Then find a way to get resurrected, reincarnated, etc. I think what this highlights is the need for a very beefy DMG. Let newer DMs see various examples, provide all the tools they need and then some. Give playersThe 1e DMG was a bit of overkill but it certainly had just about everything and the kitchen sink in terms of charts, tables, etc. Sure some of the rules needed editing, the layout was a bit jarring, but the sheer number of resources was helpful. Or the 2e Campaign Sourcebook and Catacomb Guide. All would be welcome in terms of their [U]approach[/U] to presenting info for new(er) DMs. [/QUOTE]
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