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<blockquote data-quote="DonTadow" data-source="post: 4740796" data-attributes="member: 22622"><p>Last year we started a new tournament and are continung it this year. I think we have been hearing gripes about the open for almost a decade and just decided to try to figure out something that was a good game balance. Designing good characters, making good decisions, being a team player, critical thinking, etc and then tried to make something that was fun for the players. Instead of having one module thats the same for everyone we created a branching adventure that offers different (yet balanced) challenges for everyone based on there adventure. In the last few years, I"d grown to detest most D&D adventures because they seemed to be more about a dm telling a story than the players making thier own story. </p><p></p><p>Tournament Description</p><p>* The tournament judges the entire array of player skills Players will be judged by no less than 3 DMs as well, testing their ability to adapt to change in styles.</p><p>* Players play through the entire adventure, not just 1 or 2 encounters and then are eliminated.</p><p>* Our scoring system is not based on small objects that must be made, but on global comprehensive objectives. This gives players a real role playing experience as they have only their full toolset of creativty to accomplish things. More than just objectives, players are also judged on how they play the game. We have created a mixture of objective and subjective scoring for this event.</p><p>* Playing through a normal tournament is a minimium of 12 to 14 hours. Our tournament wraps up in 7 hours with about 30+</p><p>* Players design their own character. No one gets screwed because they had the "bad" character sheet. Part of being a great role playiing game player is building great and useful characters that transcends the stat sheets. Players also have time to write a brief background, which may/may not come into play. Because these are Iron calibar DMs, the adventure will be tweaked depending on your origin and team background.</p><p>* Encounters provide a balance of tactical challenging combat, brainteasing puzzles and multifaceted traps.</p><p>* The adventure is designed so that the PCs decisions impacts their experience in a non-linear fashion. Where as there is an "end goal" how you reach that goal will impact what that goal is and what happens during it. Every team also gets some type of closure on their adventure, so even the team that decided to wander around the grove all day, fighting Fey Devils would experience the end results of their actions.</p><p>* 3 different DMs judge the action. So their is a great minimization of being screwed by a bad DMs. You also get adifferent experience for each DM.</p><p></p><p>We're always in need of extra Dungeon Masters to help us run it. Currently we are eight strong and looking for 3 or 4 more.</p></blockquote><p></p>
[QUOTE="DonTadow, post: 4740796, member: 22622"] Last year we started a new tournament and are continung it this year. I think we have been hearing gripes about the open for almost a decade and just decided to try to figure out something that was a good game balance. Designing good characters, making good decisions, being a team player, critical thinking, etc and then tried to make something that was fun for the players. Instead of having one module thats the same for everyone we created a branching adventure that offers different (yet balanced) challenges for everyone based on there adventure. In the last few years, I"d grown to detest most D&D adventures because they seemed to be more about a dm telling a story than the players making thier own story. Tournament Description * The tournament judges the entire array of player skills Players will be judged by no less than 3 DMs as well, testing their ability to adapt to change in styles. * Players play through the entire adventure, not just 1 or 2 encounters and then are eliminated. * Our scoring system is not based on small objects that must be made, but on global comprehensive objectives. This gives players a real role playing experience as they have only their full toolset of creativty to accomplish things. More than just objectives, players are also judged on how they play the game. We have created a mixture of objective and subjective scoring for this event. * Playing through a normal tournament is a minimium of 12 to 14 hours. Our tournament wraps up in 7 hours with about 30+ * Players design their own character. No one gets screwed because they had the "bad" character sheet. Part of being a great role playiing game player is building great and useful characters that transcends the stat sheets. Players also have time to write a brief background, which may/may not come into play. Because these are Iron calibar DMs, the adventure will be tweaked depending on your origin and team background. * Encounters provide a balance of tactical challenging combat, brainteasing puzzles and multifaceted traps. * The adventure is designed so that the PCs decisions impacts their experience in a non-linear fashion. Where as there is an "end goal" how you reach that goal will impact what that goal is and what happens during it. Every team also gets some type of closure on their adventure, so even the team that decided to wander around the grove all day, fighting Fey Devils would experience the end results of their actions. * 3 different DMs judge the action. So their is a great minimization of being screwed by a bad DMs. You also get adifferent experience for each DM. We're always in need of extra Dungeon Masters to help us run it. Currently we are eight strong and looking for 3 or 4 more. [/QUOTE]
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