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General Tabletop Discussion
*Dungeons & Dragons
High level and trivial encounters
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<blockquote data-quote="Celebrim" data-source="post: 7637139" data-attributes="member: 4937"><p>That you are running a module is no better of an excuse than "the dice made me do it". Don't let the module ruin your fun either.</p><p></p><p></p><p></p><p>Might very much depend on what relationship develops between the goblins and the PCs. I've had players before that totally would be aboard going with the Evil Warlord route and think accumulating an army of goblin followers was awesome.</p><p></p><p>Otherwise, encounters of this sort tend to become summaries or handwaves where the players get the option to play them out if they want to. As in:</p><p></p><p>DM: "Late in the afternoon of the 10th day, you meet another group of goblin drovers, herding pigs through the forest. They eye you warily." </p><p>PCs: "Eh... move on? Yeah, we just move on."</p><p></p><p>UPDATE: I suppose there is a reasonable question as to why do even that much, because the answer isn't obvious. </p><p></p><p>The reason you have non-encounters is to create time and space. Right now the PC's are on a journey through territory that is new to them. And that territory is important. The jungle is an NPC in it's own right and it has a character and even the non-encounters build that character. Two minutes narrating even a non-eventful day means that the day existed and the sense of movement and time occurs. If you handwave past a large number of non-eventful days without touching on the reality of travel, they don't really happen and what you risk producing is the sense that the players have remained on a stage in the same spot the whole time, and the DM has simply changed out the backdrops.</p></blockquote><p></p>
[QUOTE="Celebrim, post: 7637139, member: 4937"] That you are running a module is no better of an excuse than "the dice made me do it". Don't let the module ruin your fun either. Might very much depend on what relationship develops between the goblins and the PCs. I've had players before that totally would be aboard going with the Evil Warlord route and think accumulating an army of goblin followers was awesome. Otherwise, encounters of this sort tend to become summaries or handwaves where the players get the option to play them out if they want to. As in: DM: "Late in the afternoon of the 10th day, you meet another group of goblin drovers, herding pigs through the forest. They eye you warily." PCs: "Eh... move on? Yeah, we just move on." UPDATE: I suppose there is a reasonable question as to why do even that much, because the answer isn't obvious. The reason you have non-encounters is to create time and space. Right now the PC's are on a journey through territory that is new to them. And that territory is important. The jungle is an NPC in it's own right and it has a character and even the non-encounters build that character. Two minutes narrating even a non-eventful day means that the day existed and the sense of movement and time occurs. If you handwave past a large number of non-eventful days without touching on the reality of travel, they don't really happen and what you risk producing is the sense that the players have remained on a stage in the same spot the whole time, and the DM has simply changed out the backdrops. [/QUOTE]
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