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.
Rocket your D&D 5E and Level Up: Advanced 5E games into space! Alpha Star Magazine Is Launching... Right Now!
Community
General Tabletop Discussion
*TTRPGs General
"Going Down The Road To Hell!" Is Announced!
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="Dragonblade" data-source="post: 362586" data-attributes="member: 2804"><p>I'm going to have to disagree Thorin. I think SHARK's approach is a refreshing change.</p><p></p><p>You do bring up a valid point in the fact that it is good for a DM to have ready made encounters to save them a lot of work. But if the players deviate from the path predicted by the authors of the module then you have gained nothing other than a book of useless encounters.</p><p></p><p>It seems like SHARK is taking a more freeform approach. I believe he does have encounters that are detailed enough so that the DM need not expend a lot of extra creativity, and yet are versatile and flexible enough that some clever players won't reduce the encounter to a useless exercise because the author of a module based the whole thing on the assumption that the characters would do X when in fact they do Y.</p><p></p><p>I see that a lot in modules. "When the characters enter the room from this door right here, the NPC's, who met them in encounter C, will be waiting for them with battle plan Alpha and once they have defeated the players you may turn to page 42 and...blah blah..."</p><p></p><p>Well what if the players don't come in from that door? Or what if all these NPCs have been killed already? What if the NPCs joined the party? What if the players never went to encounter C? What if the players waste the NPCs instead of losing?</p><p></p><p>You see? I hate that. A good module won't have any of that crap. </p><p></p><p>It will simply have this: This NPC is here doing X because of this motive. This other NPC reacts to X in this way because of this motive. This third NPC is here doing Y because of this motive. etc. with maps and stats galore.</p><p></p><p>Now the adventure is detailed enough that the DM knows whats going on. Has stats and maps of the NPCs and locales but is free to run the adventure however it turns out based on the unpredictable actions of his players. He also knows how NPC's are likely to react because he knows their motivations and intent. That way he is not hamstringed because the players deviated from some linear adventure path which were filled with pre-defined NPC actions or tactics.</p><p></p><p>The adventure becomes dynamic instead of static. And the DM is freed instead of restricted. Its all part of my theory of DMing which I should write into a book or module of my own someday. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f609.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=";)" title="Wink ;)" data-smilie="2"data-shortname=";)" /></p></blockquote><p></p>
[QUOTE="Dragonblade, post: 362586, member: 2804"] I'm going to have to disagree Thorin. I think SHARK's approach is a refreshing change. You do bring up a valid point in the fact that it is good for a DM to have ready made encounters to save them a lot of work. But if the players deviate from the path predicted by the authors of the module then you have gained nothing other than a book of useless encounters. It seems like SHARK is taking a more freeform approach. I believe he does have encounters that are detailed enough so that the DM need not expend a lot of extra creativity, and yet are versatile and flexible enough that some clever players won't reduce the encounter to a useless exercise because the author of a module based the whole thing on the assumption that the characters would do X when in fact they do Y. I see that a lot in modules. "When the characters enter the room from this door right here, the NPC's, who met them in encounter C, will be waiting for them with battle plan Alpha and once they have defeated the players you may turn to page 42 and...blah blah..." Well what if the players don't come in from that door? Or what if all these NPCs have been killed already? What if the NPCs joined the party? What if the players never went to encounter C? What if the players waste the NPCs instead of losing? You see? I hate that. A good module won't have any of that crap. It will simply have this: This NPC is here doing X because of this motive. This other NPC reacts to X in this way because of this motive. This third NPC is here doing Y because of this motive. etc. with maps and stats galore. Now the adventure is detailed enough that the DM knows whats going on. Has stats and maps of the NPCs and locales but is free to run the adventure however it turns out based on the unpredictable actions of his players. He also knows how NPC's are likely to react because he knows their motivations and intent. That way he is not hamstringed because the players deviated from some linear adventure path which were filled with pre-defined NPC actions or tactics. The adventure becomes dynamic instead of static. And the DM is freed instead of restricted. Its all part of my theory of DMing which I should write into a book or module of my own someday. ;) [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
*TTRPGs General
"Going Down The Road To Hell!" Is Announced!
Top