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
No More 15-Minute Adventuring Day: Campsites
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="Crazy Jerome" data-source="post: 5753848" data-attributes="member: 54877"><p>15-minute adventuring day is merely the label. What is really at stake is, "are the players attempting rest more often than the preferred style of the current group would indicate, out of a desire for more power concentrated at the sticking points and/or insufficient challenge?"</p><p> </p><p>How about this as a related tangent? As a general design principle, when a DM makes his adventure, out of "encounters" or "monsters" or "rooms" or "areas" or whatever, this should be something that the DM uses as a tool--but not transparent in the result to the players. </p><p> </p><p>So say we have a starting party adventure, a typical cave complex heavily populated with kobolds or goblins, a few traps, an oddball monster or three, a witch doctor, and some nasty monster more suitable for characters a couple of levels higher. (We'll assume we have decent background, situation, proto-plot, etc. to make this non-generic and suitable for the gaming style, but it isn't relevant to the point.) </p><p> </p><p>Now, there are some interesting locations in this complex. And if things go more or less as expected, some of the bigger fights will happen in these spots, at least part of the time. You might get some "running" fights that go through such areas. And we'll also assume that there is far more in here than a starting party can handle--certainly not without some rest. They are expected to retreat and/or hole up two to three times before clearing out the whole complex--or perhaps hit it hard a time or two, then go do something else before they tangle with the tougher parts (i.e. gain another level elsewhere).</p><p> </p><p>So far, whether you have a 15-minute adventuring day will depend upon the DM making this place come alive (i.e. not allowing camping in a heavily traveled hall) or the players avoiding such a style (whether out of native caution, heroic characterization, or simply wanting to get on with it). <strong>But the main point is to kill most of those monsters and take their treasures, thus gaining power.</strong> So the characters are going to attempt to divide and conquer as much as possible within the confines of their preferred style--including extra resting for repeat use of big guns. And the DM will attempt to thwart that, again within the confines of the preferred style. </p><p> </p><p>Certainly, if the complex is static, and the "encounter" design is transparent, it will take an act of will even for players who want to "get on with it" to risk their characters when a rest is almost assuredly safe. OTOH, if the place has monsters moving around and reacting to what is happening, then safety is tenuous. At that point, it only becomes necessary for the DM to create a perception of risk/reward being uncertain, to encourage the players to stick to the preferred style. </p><p> </p><p>So if I'm correct in all that, it seems to me that the edition-spanning answer (i.e. that would work, not what is encouraged or in the RAW of all editions) would be to go to an all quest and/or treasure-based XP system. No XP for monsters whatsoever. Then a DM always has an incentive to include more monsters than are necessary, but spread them out. If the PCs camp in the main hall, they get several groups of weaker monsters at once, <strong>gaining nothing</strong> in the process. OTOH, one would assume that giving the numbers of monsters, this will happen at least a few times even with clever play, thus producing the exciting battles.</p><p> </p><p>After all, it is true that the LotR characters rarely fought 4+ encounters in a day. But when they went through Moria, they weren't looking to fight, and had a lot more than 4+ opportunities a day for a fight. <img src="http://www.enworld.org/forum/images/smilies/laugh.png" class="smilie" loading="lazy" alt=":lol:" title="Laughing :lol:" data-shortname=":lol:" /></p></blockquote><p></p>
[QUOTE="Crazy Jerome, post: 5753848, member: 54877"] 15-minute adventuring day is merely the label. What is really at stake is, "are the players attempting rest more often than the preferred style of the current group would indicate, out of a desire for more power concentrated at the sticking points and/or insufficient challenge?" How about this as a related tangent? As a general design principle, when a DM makes his adventure, out of "encounters" or "monsters" or "rooms" or "areas" or whatever, this should be something that the DM uses as a tool--but not transparent in the result to the players. So say we have a starting party adventure, a typical cave complex heavily populated with kobolds or goblins, a few traps, an oddball monster or three, a witch doctor, and some nasty monster more suitable for characters a couple of levels higher. (We'll assume we have decent background, situation, proto-plot, etc. to make this non-generic and suitable for the gaming style, but it isn't relevant to the point.) Now, there are some interesting locations in this complex. And if things go more or less as expected, some of the bigger fights will happen in these spots, at least part of the time. You might get some "running" fights that go through such areas. And we'll also assume that there is far more in here than a starting party can handle--certainly not without some rest. They are expected to retreat and/or hole up two to three times before clearing out the whole complex--or perhaps hit it hard a time or two, then go do something else before they tangle with the tougher parts (i.e. gain another level elsewhere). So far, whether you have a 15-minute adventuring day will depend upon the DM making this place come alive (i.e. not allowing camping in a heavily traveled hall) or the players avoiding such a style (whether out of native caution, heroic characterization, or simply wanting to get on with it). [B]But the main point is to kill most of those monsters and take their treasures, thus gaining power.[/B] So the characters are going to attempt to divide and conquer as much as possible within the confines of their preferred style--including extra resting for repeat use of big guns. And the DM will attempt to thwart that, again within the confines of the preferred style. Certainly, if the complex is static, and the "encounter" design is transparent, it will take an act of will even for players who want to "get on with it" to risk their characters when a rest is almost assuredly safe. OTOH, if the place has monsters moving around and reacting to what is happening, then safety is tenuous. At that point, it only becomes necessary for the DM to create a perception of risk/reward being uncertain, to encourage the players to stick to the preferred style. So if I'm correct in all that, it seems to me that the edition-spanning answer (i.e. that would work, not what is encouraged or in the RAW of all editions) would be to go to an all quest and/or treasure-based XP system. No XP for monsters whatsoever. Then a DM always has an incentive to include more monsters than are necessary, but spread them out. If the PCs camp in the main hall, they get several groups of weaker monsters at once, [B]gaining nothing[/B] in the process. OTOH, one would assume that giving the numbers of monsters, this will happen at least a few times even with clever play, thus producing the exciting battles. After all, it is true that the LotR characters rarely fought 4+ encounters in a day. But when they went through Moria, they weren't looking to fight, and had a lot more than 4+ opportunities a day for a fight. :lol: [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
*TTRPGs General
No More 15-Minute Adventuring Day: Campsites
Top