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.
Enchanted Trinkets Complete--a hardcover book containing over 500 magic items for your D&D games!
Community
General Tabletop Discussion
*Dungeons & Dragons
Musing on Levels and Campaign Pacing.
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="FormerlyHemlock" data-source="post: 6943697" data-attributes="member: 6787650"><p>I've done the occasional adventure that was specifically contrived to be broken up into multiple encounters (e.g. you have to rescue kidnapping victims held in six different locations), but your approach is more typical for my table. I tend to have gigantic encounters like "you encounter a neogi deathspider" which, if approached in a straightforward hack-and-slash fashion, would be 10x Deadly or worse. (And yet, the players in that case did it anyway. They <em>rammed and boarded</em> the neogi deathspider, and lived to tell the tale!) Then I rely on the players, plus a little bit of DM assistance, to deal with those encounters in a reasonable and manageable way. ("Every turn, 1d4 umber hulks emerge from the doors over there." Because obviously not all the two dozen umber hulks on the whole ship were ready to emerge and attack in the six seconds after ramming--it takes some time for their various neogi masters to realize what's happening and send them off to fight, and rolling a d4 was a convenient way of representing that without requiring me to spend a lot of time modelling offscreen activities.)</p><p></p><p>The one thing, though, is that I think it's best if there's at least two situations going on simultaneously if you can arrange it without straining plausibility. They don't have to both be <em>combat-oriented </em>situations--it could be "hags kidnapping children and turning them into plush toys" + "Count Rugen is suing you in court to try to take possession of your factory"--but they could be, and if so you might have twice as many conflicts that turn into life-and-death combat. But I've learned from writers like Steven Brust and Jim Butcher that stories are more interesting when protagonists have to deal with multiple problems simultaneously--and from a gamist perspective, giving the players multiple problems to engage with both increases their freedom to choose which content to engage with, and increases the challenge of any solution they come up with. ("Now we have to rescue the children without Olaf, because he's stuck testifying in court." Naturally Olaf will be attacked by lawyers who turn out to be ghouls while the other PCs are away, because we wouldn't want him to miss out on the fun.)</p></blockquote><p></p>
[QUOTE="FormerlyHemlock, post: 6943697, member: 6787650"] I've done the occasional adventure that was specifically contrived to be broken up into multiple encounters (e.g. you have to rescue kidnapping victims held in six different locations), but your approach is more typical for my table. I tend to have gigantic encounters like "you encounter a neogi deathspider" which, if approached in a straightforward hack-and-slash fashion, would be 10x Deadly or worse. (And yet, the players in that case did it anyway. They [I]rammed and boarded[/I] the neogi deathspider, and lived to tell the tale!) Then I rely on the players, plus a little bit of DM assistance, to deal with those encounters in a reasonable and manageable way. ("Every turn, 1d4 umber hulks emerge from the doors over there." Because obviously not all the two dozen umber hulks on the whole ship were ready to emerge and attack in the six seconds after ramming--it takes some time for their various neogi masters to realize what's happening and send them off to fight, and rolling a d4 was a convenient way of representing that without requiring me to spend a lot of time modelling offscreen activities.) The one thing, though, is that I think it's best if there's at least two situations going on simultaneously if you can arrange it without straining plausibility. They don't have to both be [I]combat-oriented [/I]situations--it could be "hags kidnapping children and turning them into plush toys" + "Count Rugen is suing you in court to try to take possession of your factory"--but they could be, and if so you might have twice as many conflicts that turn into life-and-death combat. But I've learned from writers like Steven Brust and Jim Butcher that stories are more interesting when protagonists have to deal with multiple problems simultaneously--and from a gamist perspective, giving the players multiple problems to engage with both increases their freedom to choose which content to engage with, and increases the challenge of any solution they come up with. ("Now we have to rescue the children without Olaf, because he's stuck testifying in court." Naturally Olaf will be attacked by lawyers who turn out to be ghouls while the other PCs are away, because we wouldn't want him to miss out on the fun.) [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
*Dungeons & Dragons
Musing on Levels and Campaign Pacing.
Top