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Mearls' Legends and Lore - poll on delve format for adventures
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<blockquote data-quote="Alzrius" data-source="post: 5513588" data-attributes="member: 8461"><p>And in that regard it's failed pretty badly. </p><p></p><p>If you're reading the main body of the adventure, you'll read the text for room A when the PC's enter it, and then flip the pages to the delve encounter in the room. When the encounter's over, you flip back to the main body of the adventure...and then the PCs enter room B. You read the material for room B, and then flip the pages to the delve encounter in the room. Rinse and repeat for as many rooms have encounters. </p><p></p><p>Even leaving aside having to flip back and forth during the combat encounter for when the PCs ask about things that were part of the basic room description but <em>not</em> the delve description (or vice versa), that's already more page flipping than you'd do if all of the details about rooms A & B were printed in the main body of the adventure when the rooms are first described.</p><p></p><p></p><p></p><p>First, that's only true if the stat blocks in question are generic; specific NPCs, for example, have their full stat blocks printed right there. Secondly, those books will be open anyway in virtually all cases; I've yet to see an adventure that didn't require the three Core Rulebooks so that you can adjudicate things like treasure values (DMG), summoned monsters (MM), or any of a million other (unexpected) circumstances that come up during the course of a game. </p><p></p><p>Some page-flipping is inevitable; that's a given. But it should be cut down as much as is <strong>reasonably</strong> possible. Reprinting every single generic stat block isn't a reasonable trade-off (since it takes up too much space and fills up the two-page spread), and isolating the encounter from the area is counter-productive.</p><p></p><p> </p><p></p><p>You're confusing the use of the term "artificial" here. Saying "it's a fantasy, it's artificial," is like saying to people who want more "realism," "it's a fantasy game, none of it's real."</p><p></p><p>The people who want more "realism" want more internal consistency and logic. Similarly, the "artificial" distinction between the adventure and the encounter is that the book is separating one from the other when there's no real need to do so. Print the encounter information in the body of the adventure itself, when and where the PCs are likely to encounter it. Segregating it away in its own section doesn't make things easier.</p></blockquote><p></p>
[QUOTE="Alzrius, post: 5513588, member: 8461"] And in that regard it's failed pretty badly. If you're reading the main body of the adventure, you'll read the text for room A when the PC's enter it, and then flip the pages to the delve encounter in the room. When the encounter's over, you flip back to the main body of the adventure...and then the PCs enter room B. You read the material for room B, and then flip the pages to the delve encounter in the room. Rinse and repeat for as many rooms have encounters. Even leaving aside having to flip back and forth during the combat encounter for when the PCs ask about things that were part of the basic room description but [i]not[/i] the delve description (or vice versa), that's already more page flipping than you'd do if all of the details about rooms A & B were printed in the main body of the adventure when the rooms are first described. First, that's only true if the stat blocks in question are generic; specific NPCs, for example, have their full stat blocks printed right there. Secondly, those books will be open anyway in virtually all cases; I've yet to see an adventure that didn't require the three Core Rulebooks so that you can adjudicate things like treasure values (DMG), summoned monsters (MM), or any of a million other (unexpected) circumstances that come up during the course of a game. Some page-flipping is inevitable; that's a given. But it should be cut down as much as is [b]reasonably[/b] possible. Reprinting every single generic stat block isn't a reasonable trade-off (since it takes up too much space and fills up the two-page spread), and isolating the encounter from the area is counter-productive. You're confusing the use of the term "artificial" here. Saying "it's a fantasy, it's artificial," is like saying to people who want more "realism," "it's a fantasy game, none of it's real." The people who want more "realism" want more internal consistency and logic. Similarly, the "artificial" distinction between the adventure and the encounter is that the book is separating one from the other when there's no real need to do so. Print the encounter information in the body of the adventure itself, when and where the PCs are likely to encounter it. Segregating it away in its own section doesn't make things easier. [/QUOTE]
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