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.
Community
General Tabletop Discussion
*TTRPGs General
Introducing 10 year olds to D&D
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="Jhaelen" data-source="post: 5637875" data-attributes="member: 46713"><p>Yes! <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f61b.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":P" title="Stick out tongue :P" data-smilie="7"data-shortname=":P" /></p><p>In theory, yes. In reality it depends on your form (and to a somewhat lesser degree on your player's form) on that day. When everything flows, it's the best gaming experience you can ever have. If your brain locks up, it's at best mediocre.</p><p></p><p>Status-quo gaming, though, in my experience, is rarely (and mostly accidentally) great. Usually, things start out well, but the longer the campaign runs, the more difficult it becomes to keep the players (and yourself) interested.</p><p></p><p>Since I started playing 3e I changed my DMing style radically. My reason for changing it was twofold: </p><p>Firstly and most importantly I simply didn't have the time to fully prep everything I'd have needed for status-quo adventuring.</p><p></p><p>Secondly, because of scheduling problems I was looking at an everchanging party composition. I had a pool of nine players and who showed up for a session and who didn't could not be planned ahead. So, without a status-quo party, using a status-quo setting didn't make much sense for me.</p><p></p><p>Luckily, the improved degree of control over encounter composition by calculating ELs (or XP budgets) allowed me to adjust the difficulty on the fly for best dramatic effect.</p><p></p><p>I was also noticing the effect of combat taking much longer than in previous editions: Combat had to matter. I completely got rid of random encounters, replacing them by adjustable, planned encounters.</p><p>Encounters I didn't use in a given adventure went into a pool to be modified as required and reused at a later time.</p><p></p><p>If I didn't use a published module as a basis for my adventures, I even got rid of maps in favour of a graph, linking events and encounters. I also liberally planted story-hooks and rumours without thinking too much about where they should lead.</p><p></p><p>Between sessions I could make changes to the graphs and storyline based on what the pcs had done and what they were interested in doing the next session.</p><p></p><p>I love this approach to adventure design and 4e makes it even easier to prep for sessions in this way.</p></blockquote><p></p>
[QUOTE="Jhaelen, post: 5637875, member: 46713"] Yes! :P In theory, yes. In reality it depends on your form (and to a somewhat lesser degree on your player's form) on that day. When everything flows, it's the best gaming experience you can ever have. If your brain locks up, it's at best mediocre. Status-quo gaming, though, in my experience, is rarely (and mostly accidentally) great. Usually, things start out well, but the longer the campaign runs, the more difficult it becomes to keep the players (and yourself) interested. Since I started playing 3e I changed my DMing style radically. My reason for changing it was twofold: Firstly and most importantly I simply didn't have the time to fully prep everything I'd have needed for status-quo adventuring. Secondly, because of scheduling problems I was looking at an everchanging party composition. I had a pool of nine players and who showed up for a session and who didn't could not be planned ahead. So, without a status-quo party, using a status-quo setting didn't make much sense for me. Luckily, the improved degree of control over encounter composition by calculating ELs (or XP budgets) allowed me to adjust the difficulty on the fly for best dramatic effect. I was also noticing the effect of combat taking much longer than in previous editions: Combat had to matter. I completely got rid of random encounters, replacing them by adjustable, planned encounters. Encounters I didn't use in a given adventure went into a pool to be modified as required and reused at a later time. If I didn't use a published module as a basis for my adventures, I even got rid of maps in favour of a graph, linking events and encounters. I also liberally planted story-hooks and rumours without thinking too much about where they should lead. Between sessions I could make changes to the graphs and storyline based on what the pcs had done and what they were interested in doing the next session. I love this approach to adventure design and 4e makes it even easier to prep for sessions in this way. [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
*TTRPGs General
Introducing 10 year olds to D&D
Top