Joshua Randall
Legend
Learning from LFR: Encounter and Monster Examples to Steal for Your Game
There is much to learn from the Living Forgotten Realms (LFR) Organized Play adventures which were published over the lifespan of 4e D&D (2008-2014).
My goal is to crack open some LFR adventures and to scrutinize encounters and individual monsters to see what made those adventures work. We can use this knowledge to inform our current encounter and monster design.
My anti-goal is to review the LFR adventures. Reviews at this late date would be pointless, and I'm honestly not interested in whether the adventures' plots hang together coherently. (Some do, some don’t.)
To reiterate: I plan to peel apart an adventure, pick out an encounter and/or monster, and see what lessons we can apply to our games today. It doesn’t matter if our games use the newest version of the D&D rules, an older version of those rules, or some other ruleset -- I hope this project is useful to everyone.
I want current day gamers who did not play 4e and/or LFR to reap the rewards from those of us who did: those rewards being the lessons learned from years of (sometimes bitter) experience about how to make cool, awesome, fun encounters and adventures.
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Deep Background
In 2024 on another message board with the abbreviation RPG in its name, in the context of a discussion about 4e D&D’s monster design, I drifted that topic to adventure design in general and suggested to myself that I create a thread to answer the prompt: "Do you want to lean into 4e's game-i-est game design? This is how.”
I recently alluded to that statement here on EN World.
The purpose of this thread is to make good on that promise. Whatever you may think of 4e, LFR, or Organized Play -- and we are not here to debate their merits -- the LFR adventures are a tremendous resource you can mine.
I strongly believe that one of the great strengths of 4e in general, and LFR in particular, was its ability to create compelling encounters. Let's see what we can learn!
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Where Should I Start This Crazy Project?
I debated with myself for a long time over where to start this project. I knew I was never going to examine every one of the literally hundreds of LFR adventures, all of which are still freely and legally available from LivingForgottenRealms.com . So if I’m going to pick and choose LFR adventures, which ones?
Year 1 of LFR was pretty rough. Many Year 1 adventures lack any good encounter or monster examples to use. So I thought about skipping to Year 3, specifically to the Epic tier adventures of Year 3, which are fantastic. But then I thought that would be confusing to people. Starting with Epic tier examples also might turn away any readers who don't care about the highest levels of play.
In the end, I decided I will start with Year 1 after all. I’ll be highly selective in what I focus on in Year 1 (and Year 2) because I don't want to burn myself out before I get to the cool stuff in Years 3+.
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Who Am I?
Who am I and why should anyone listen to me? While I don't want to indulge in an Appeal To Authority fallacy, my bona fides are quite bona for this topic.
I was the benevolent dictator for life of my FLGS's Organized Play during the LFR years. According to my records (you knew I had records, right?), we ran 416 LFR games from the very first Weekend in the Realms in October 2008 until we shut ourselves down in April 2024. Out of those 416 games, I participated in about 300 as either player or DM.
That does not count dozens of additional LFR games I played or DM’d at conventions.
That also does not count hundreds of weekly(ish) home group 4e games since 2014, continuing until the present day.
I have played a lot, and I mean a lot, of 4e.
Back to LFR -- later in its lifespan, I contributed in my own small way to various LFR adventures as a playtester, editor, and in a few cases as an author. I mention this not to puff up my own importance but to clarify where I come from: a place of deep familiarity with and love for all things 4e and LFR. A love that also allows me to criticize where appropriate.
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LFR Adventure Codes
A word about LFR adventure codes:
- each adventure begins with a 4-letter region abbreviation (for example, LURU for Luruar or WATE for Waterdeep),
- followed by a digit to indicate the year of LFR's existence (1, 2, 3, 4, 5, 6),
- followed by one or two digits counting up the number of adventures in that region/year combination.
For example: LURU1-2 or WATE2-4.
The named regions in LFR (such as Luruar or Waterdeep) effectively didn't mean anything. They were a vestige from earlier organized play programs in which the real world was mapped onto various parts of Greyhawk or the Forgotten Realms.
There was also the CORE "region" which was a catchall for LFR adventures intended to be broadly applicable.
There were also other codes for special adventures of various types (ADAP, SPEC, etc.) which I'll explain when they come up.
Bottom line -- don't worry about it. The codes are arbitrary, like an old DOS filename.