hawkeyefan
Legend
So now let's compare our styles:
All the same so far.
Yeah, I expect that there will be large parts of our games that aren't as different as we might assume. That's why I figured maybe discussing a specific module we had both DMed might help.
So here our paths deviate. In my way of thinking the DM deciding something this important on the spot, after seeing the health of the party, what they have done so far, etc, taints the purity of the players' cause-effect dynamic. In effect I see it as Big DM shaping things rather than the player's actions doing so.
We agree that the DM is taking things in hand here, butI think we disagree on how big a deal that is. I'm not a huge wandering monster kind of DM anymore. I throw one in every now and again to keep the PCs on their toes, but generally I find those encounters to be among the most dull that I've run. There's usually not a lot to them. I prefer the combats on my game to serve some purpose, whether it's as a challenge to the PCs, or it's important to the story, or if it's a dynamic encounter that will be fun to play...whatever the reason, there just has to be one.
In the case of Barovia, I wanted the environment to seem dangerous outside the towns, but I really didn't want to run encounter after encounter with wolves....so I just decided it would be beat to simply say that the wolves constantly harass them. This gave them reason to always try to get to a aettlement in order to recover.
I don't think this had too much impact on their agency. Or at least, not a negative impact.
We both seem to make sure to have placed rest restrictions - I used a ticking clock instead which I felt let them manage their own resource though. My method also served to limit their ability to rest-fight-rest which throws off the delicate balance I create (since Big Challenge is our focus not Big Story).
Yeah, mine was equal parts challenge and story. I wanted the players to have to plan their travel and their effective rests wisely. They had to spend a couple of nights out in the wilds and that left them unrested the next day, which meant whatever location they were headed to just became more difficult. But I also wanted to do it that way to reinforce the idea that the environment was dangerous....that they were constantly being watched and hunted.
Did you decide ahead of time to put the hag there or was it on-the-fly? And if you didn't pre-decide to put her there was there a reason?
The book includes the possibility of an encounter with the hag, but it's not meant to be a combat. So I went with that because the PCs were seeking the witch Baba Lysaga for ongoing campaign reasons. So I figured good idea to plant that seed early, even though it was kind of a red herring since the witches at Bonegrinder don't have anything to do with Baba Lysaga.
Again, did you decide ahead of time to put bones sub-plot there or was it on-the-fly? And if you didn't pre-decide to put it there was there a reason?
I'm not entirely sure. It's in the book, and I thought it was a pretty cool idea, so I threw that hook out there to see if the players would bite. Essentially, I threw out about 5 or 6 different subplots in Vallaki, all based on content from the book, with some minor tweaks to fit personal taste. I was aware of the material, and what possible avenues the players might go, so I introduced the plots that I thought they would dig, or that would be the most enjoyable and make for the best story. So I have a list of hooks that I plan, and then I put maybe 50-75% of them into play. When I decide to do that is hard to say. I have plans, but I am ready and willing to change those plans depending on the vibe at the table.
Then we see what the PCs decide to pursue. If they had decided not to investigate the missing bones, then things would have continued largely the same....they would have investigated another lead and followed that trail.
I assume while in town your group played it traditionally in the sense of, "I walk up to the innkeeper and say hi." This as opposed to my method (admittedly unusual) to abstract the town interaction into a series of skill challenges and encounters.
Yeah, we played it pretty traditional. The PCs interacted with different NPCs and learned information, and the rogue also did some gather information type checks to see what else could be found out. They stayed in town for a couple of days learning things and deciding what to do.
The two house scenes were rather easy to detail and construct so I gave them the option of either fighting with the Watcher or the Baron or both, but pre-manufactured a reason (I forget what) why they really should take one of the three options - so while they did have the option to just leave, it would have cost them something.
I left how they handled the situation entirely up to them. I did not set any encounters with the Baron or his men, or with Lady Wachter or her sons, other than the festival encounter described in the book. Everything else consisted of interactions initiated by the PCs, and I would have the NPCs respond accordingly.
In my method, I spend an extra 15 mins prep time working out contingencies - the probability of the town guard intervening when they hear the alarm sounding at the Baron's residence, and the strength of the intervening force, etc. While this doesn't preclude my need to decide things on the fly, it greatly reduces the frequency of Big DM intervention between player cause and effect. Call me DM Light![]()
I have a loose idea of that kind of thing. But, I ultimately decide at the table exactly how to handle it. I usually go with what will make for the most fun at the table, and basing the difficulty on how foolish or clever the PCs have been. So if they're being foolhardy and careless, then they'll find themselves in freater danger.
I like this back and forth comparison of prep and play using a specific example. Maybe we can take it further. What would you say the percentage of playing time is that you spend in combat, as opposed to dialog, physical challenges, exploration, and roleplaying? How important is combat (%wise) to the overall results of a campaign, as opposed to strategic choices, skill use, exploration, and roleplaying? How careful are you in structuring and balancing encounters and rest to PC level?
Let's both answer these questions and give examples from our Strahd campaign. I'll do mine in a bit after breakfast![]()
We probably spend more time in combat, ultimately. Probably like 65%.
Combat is probably equally important to the PCs success as the other game elements. So if we went with the whole combat/interaction/exploration, then it would be an equal 33%.
As for how careful I am in balancing and structuring encounters, that's hard to say. I do try to pace things, and I try to challenge the PCs. But I don't ever use XP budgets and CR and all the related encounter design mechanics. I just design encounters, or modify existing ones from a module. In the case of Curse of Strahd, we played the entire module with the PCs starting at level 6 amd ending at level 8. So I had to beef up some of the earlier encounters since they were higher level to start.