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I'm ready for Fourth Edition now (a brief manifesto)
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<blockquote data-quote="Balsamic Dragon" data-source="post: 1921727" data-attributes="member: 2433"><p>Based on the way that published adventures tend to be written, I'd say that four encounters per session is the norm, and most of them involve combat. </p><p></p><p>Examples (from memory, so apologies if I am incorrect):</p><p></p><p>Sunless Citidel: 1) climb down rope, fight with monsters, 2) avoid trap, monster in trap, 3) find secret door, monsters behind secret door, 4) encounter NPC, either large combat or large encounter with tribe of monsters. End of first session.</p><p></p><p>Forge of Fury: 1) find way into dungeon, fight with monsters, 2) find room with prisoners, fight with monsters, 3) find guard post, fight with monsters, 4) find monster chieftan, big fight with monsters. End of first session.</p><p></p><p>I'd like to see more like this:</p><p></p><p>Dungeon Adventure to-be-named: 1) find dungeon (uses wilderness skills, bardic lore, questioning the natives, etc..., 2) avoid trap on entrance of dungeon, full-length encounter rather than simply a couple of die rolls, 3) find dungeon guardian who has been harmed/damaged by villian, need to heal/fix guardian to find out more about dungeon, why villian is here, why heroes have to stop him/her (i.e., puzzle solving/roleplaying/skills encounter, not combat), 4) encounter villian in the midst of dastardly scheme, big fight scene. End of first session.</p><p></p><p>Or, you could have this:</p><p></p><p>Other Dungeon Adventure to-be-named: 1) sneak into dungeon past guards without triggering alarm, 2) see villian, but can't get to him/her, evil solliloquy, exchange of nasty quips, villian runs away, but not before triggering, 3) nasty trap that players have to figure a way out of, 4) catch up with villian and inflict vengeance, big fight. End of first session.</p><p></p><p>In the first examples, combat was a necessary part of each bit of the adventure, even if that's not what the encounter centered around. Plus, the monsters in the first three encounters were pretty wimpy. So lots of dice rolling, but little strategy needed, and you don't have as much time for the real important bit of the encounter. I like combat, but I don't like to see it used as filler.</p><p></p><p>Balsamic Dragon</p></blockquote><p></p>
[QUOTE="Balsamic Dragon, post: 1921727, member: 2433"] Based on the way that published adventures tend to be written, I'd say that four encounters per session is the norm, and most of them involve combat. Examples (from memory, so apologies if I am incorrect): Sunless Citidel: 1) climb down rope, fight with monsters, 2) avoid trap, monster in trap, 3) find secret door, monsters behind secret door, 4) encounter NPC, either large combat or large encounter with tribe of monsters. End of first session. Forge of Fury: 1) find way into dungeon, fight with monsters, 2) find room with prisoners, fight with monsters, 3) find guard post, fight with monsters, 4) find monster chieftan, big fight with monsters. End of first session. I'd like to see more like this: Dungeon Adventure to-be-named: 1) find dungeon (uses wilderness skills, bardic lore, questioning the natives, etc..., 2) avoid trap on entrance of dungeon, full-length encounter rather than simply a couple of die rolls, 3) find dungeon guardian who has been harmed/damaged by villian, need to heal/fix guardian to find out more about dungeon, why villian is here, why heroes have to stop him/her (i.e., puzzle solving/roleplaying/skills encounter, not combat), 4) encounter villian in the midst of dastardly scheme, big fight scene. End of first session. Or, you could have this: Other Dungeon Adventure to-be-named: 1) sneak into dungeon past guards without triggering alarm, 2) see villian, but can't get to him/her, evil solliloquy, exchange of nasty quips, villian runs away, but not before triggering, 3) nasty trap that players have to figure a way out of, 4) catch up with villian and inflict vengeance, big fight. End of first session. In the first examples, combat was a necessary part of each bit of the adventure, even if that's not what the encounter centered around. Plus, the monsters in the first three encounters were pretty wimpy. So lots of dice rolling, but little strategy needed, and you don't have as much time for the real important bit of the encounter. I like combat, but I don't like to see it used as filler. Balsamic Dragon [/QUOTE]
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