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*Dungeons & Dragons
How Many Encounters in an Adventure?
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<blockquote data-quote="MoutonRustique" data-source="post: 7475642" data-attributes="member: 22362"><p>My general take on it is this : 3 per significant goal (as a rule of thumb)</p><p></p><p>While this may look like the "delve system", in some ways it is, but in an other (<em>important)</em> way, it's the opposite.</p><p></p><p>The basic idea is this :</p><p>1- you have one combat* that's related to approaching</p><p>2- you have one combat* that's related to overcoming the main obstacles</p><p>3- you have the finale</p><p></p><p>* The asterix here is important. One of the <em>worst</em> things about 4e modules is their presentation of "combat encounters". The language strongly leads a DM to assume this <em>must</em> be a combat. There are gajillizions encounters that state : <strong>"The monsters charge as soon as they see the PCs. They all fight to the death."</strong>... It's hard thinking of a worse way to present an encounter than this...</p><p></p><p>It's very formulaic - but, for my group, it's become the sort of predictability you have from a good TV show : you know you're at point X of the episode and Y is certainly around the corner, but it's more anticipation than "predictable".</p><p></p><p>So usually : </p><p>- opening situation (often pretty free-form)</p><p>- skill challenge (often pretty free-form) to get a handle on things, research, hide to get a breather, etc.</p><p>- encounter (with opposition that will <em>probably </em>result in combat - but no door is closed)</p><p>- skill challenge (often travel, or more resource obtainment from new info gained)</p><p>- encounter (see above)</p><p>- skill challenge (final traps, preparations - this one is often incorporated into the finale)</p><p>- finale</p><p></p><p>The skill challenges are almost always very loose affairs - but I use this presentation to write my things, or alter modules since it's easy to understand the flow and intent.</p><p></p><p><em>As a very simple example : </em></p><p><strong>Kobolds are attacking villagers</strong></p><p>- get clues, figure out why the attacks are happening, where the kobolds are from</p><p>- kobold encounter during the traveling part</p><p>- the kobolds have access to much better tech than they should have, what's up with that? Also, must find the real source (old cave system adjacent to abandoned lumber mill)</p><p>- kobold encounter (the whole cave system - not a room, the <em>cave</em>)</p><p>- again, better the tech (the mill bits are an upgrade, but not enough), more clues - figure out that the kobolds are minions of gnome tinkerer near town (that bastard!)</p><p>- deal with gnome tinkerer</p></blockquote><p></p>
[QUOTE="MoutonRustique, post: 7475642, member: 22362"] My general take on it is this : 3 per significant goal (as a rule of thumb) While this may look like the "delve system", in some ways it is, but in an other ([I]important)[/I] way, it's the opposite. The basic idea is this : 1- you have one combat* that's related to approaching 2- you have one combat* that's related to overcoming the main obstacles 3- you have the finale * The asterix here is important. One of the [I]worst[/I] things about 4e modules is their presentation of "combat encounters". The language strongly leads a DM to assume this [I]must[/I] be a combat. There are gajillizions encounters that state : [B]"The monsters charge as soon as they see the PCs. They all fight to the death."[/B]... It's hard thinking of a worse way to present an encounter than this... It's very formulaic - but, for my group, it's become the sort of predictability you have from a good TV show : you know you're at point X of the episode and Y is certainly around the corner, but it's more anticipation than "predictable". So usually : - opening situation (often pretty free-form) - skill challenge (often pretty free-form) to get a handle on things, research, hide to get a breather, etc. - encounter (with opposition that will [I]probably [/I]result in combat - but no door is closed) - skill challenge (often travel, or more resource obtainment from new info gained) - encounter (see above) - skill challenge (final traps, preparations - this one is often incorporated into the finale) - finale The skill challenges are almost always very loose affairs - but I use this presentation to write my things, or alter modules since it's easy to understand the flow and intent. [I]As a very simple example : [/I] [B]Kobolds are attacking villagers[/B] - get clues, figure out why the attacks are happening, where the kobolds are from - kobold encounter during the traveling part - the kobolds have access to much better tech than they should have, what's up with that? Also, must find the real source (old cave system adjacent to abandoned lumber mill) - kobold encounter (the whole cave system - not a room, the [I]cave[/I]) - again, better the tech (the mill bits are an upgrade, but not enough), more clues - figure out that the kobolds are minions of gnome tinkerer near town (that bastard!) - deal with gnome tinkerer [/QUOTE]
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