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Five-Minute Workday Article
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<blockquote data-quote="HoolMarshes Dweller" data-source="post: 5973455" data-attributes="member: 6696337"><p>To be honest, yes, I do think a fair number of them are nothing more than someone glomming onto another's experience. As I mentioned, who actually just sits there and goes "well Ragnar, guess you're out of spells, let's go watch a movie"? </p><p></p><p></p><p></p><p>There's no problem with not having more to it, but then again to suggest that it's the designer's responsibility to address this in the mechanics rather than the supplement/module design, is in my opinion exactly what creates fractures in the gamer base. In this example, the 5- or 15-minute "workday" <img src="http://www.enworld.org/forum/images/smilies/erm.png" class="smilie" loading="lazy" alt=":erm:" title="Erm :erm:" data-shortname=":erm:" /> as I have always seen it is a result of a lack of planned (or even ad hoc) content, options, storyline and so on. Simply put, the solution doesn't require a mechanic or rule to address it as the solution already exists.</p><p></p><p>It's not "just deal with it yourself" rather it's "you're encouraged to build this world around it, expect the unexpected from your players". If I am a new DM with little time on my hands to develop beyond "a dark hole in the ground", then it would stand to reason that I would be the perfect customer for D&D modules. And it is there that I say the writer of said module/supplement puts in side adventures, background, additional info/things for the players to do. To be clear, I'm not advocating adding rules or mechanics in modules, just adding material for the DM to work with in the module which is the very reason the DM purchased the module in the first place. A fine way to spend one's dollar. </p><p></p><p>If I am a DM with time enough to create the "hole in the ground", fill it with monsters, treasures, etc. it's not unreasonable to suggest that the same DM design potential side adventures, events, NPCs, etc. to support this. That's exactly what I was referring to.</p></blockquote><p></p>
[QUOTE="HoolMarshes Dweller, post: 5973455, member: 6696337"] To be honest, yes, I do think a fair number of them are nothing more than someone glomming onto another's experience. As I mentioned, who actually just sits there and goes "well Ragnar, guess you're out of spells, let's go watch a movie"? There's no problem with not having more to it, but then again to suggest that it's the designer's responsibility to address this in the mechanics rather than the supplement/module design, is in my opinion exactly what creates fractures in the gamer base. In this example, the 5- or 15-minute "workday" :erm: as I have always seen it is a result of a lack of planned (or even ad hoc) content, options, storyline and so on. Simply put, the solution doesn't require a mechanic or rule to address it as the solution already exists. It's not "just deal with it yourself" rather it's "you're encouraged to build this world around it, expect the unexpected from your players". If I am a new DM with little time on my hands to develop beyond "a dark hole in the ground", then it would stand to reason that I would be the perfect customer for D&D modules. And it is there that I say the writer of said module/supplement puts in side adventures, background, additional info/things for the players to do. To be clear, I'm not advocating adding rules or mechanics in modules, just adding material for the DM to work with in the module which is the very reason the DM purchased the module in the first place. A fine way to spend one's dollar. If I am a DM with time enough to create the "hole in the ground", fill it with monsters, treasures, etc. it's not unreasonable to suggest that the same DM design potential side adventures, events, NPCs, etc. to support this. That's exactly what I was referring to. [/QUOTE]
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