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Resting and the frikkin' Elephant in the Room
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<blockquote data-quote="hawkeyefan" data-source="post: 7190867" data-attributes="member: 6785785"><p>Personally, I don't bother with random encounters in the same way that many seem to. If a trip is meant to be tough, then I set up a certain number of encounters ahead of time. They're "presented" as random encounters, but they're largely pre-selected. </p><p></p><p>If a trip is not supposed to be dangerous, then I narrate the trip, and I include a few highlights from along the way, and perhaps pause to expand on non-combat related items (if there are any exploration or interaction type encounters, for instance). </p><p></p><p></p><p></p><p>Well, I've been talking about travel or exploration days more than a typical adventuring day, which I would consider to be more site oriented like a typical dungeon or bad guy lair or something. Multiple encounters in the same location. </p><p></p><p>If anyone is removing multiple encounters from EVERY day then yeah, they've fundamentally altered the expectations of the game's design and have a lot more to worry about than worldbuilding or rest mechanics. I don't know if such a game would require as much "repair" as you suggest, but yeah, it would need something. </p><p></p><p></p><p></p><p>Sure, I think that my group is in the middle somewhere between those two approaches, but regardless of where they are except in all but the most extreme view, there's a tipping point. There's a point where the players have to accept that it's crazy coincidence that they keep running into all these threats, or the DM has to come up with a reason for it to happen (most of the threats are agents of the bad guys and are actively hunting the PCs, etc.), or everyone just turns a blind eye to it because they know they're playing a game, and they know that the world they're playing in is fiction.</p></blockquote><p></p>
[QUOTE="hawkeyefan, post: 7190867, member: 6785785"] Personally, I don't bother with random encounters in the same way that many seem to. If a trip is meant to be tough, then I set up a certain number of encounters ahead of time. They're "presented" as random encounters, but they're largely pre-selected. If a trip is not supposed to be dangerous, then I narrate the trip, and I include a few highlights from along the way, and perhaps pause to expand on non-combat related items (if there are any exploration or interaction type encounters, for instance). Well, I've been talking about travel or exploration days more than a typical adventuring day, which I would consider to be more site oriented like a typical dungeon or bad guy lair or something. Multiple encounters in the same location. If anyone is removing multiple encounters from EVERY day then yeah, they've fundamentally altered the expectations of the game's design and have a lot more to worry about than worldbuilding or rest mechanics. I don't know if such a game would require as much "repair" as you suggest, but yeah, it would need something. Sure, I think that my group is in the middle somewhere between those two approaches, but regardless of where they are except in all but the most extreme view, there's a tipping point. There's a point where the players have to accept that it's crazy coincidence that they keep running into all these threats, or the DM has to come up with a reason for it to happen (most of the threats are agents of the bad guys and are actively hunting the PCs, etc.), or everyone just turns a blind eye to it because they know they're playing a game, and they know that the world they're playing in is fiction. [/QUOTE]
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