Primitive Screwhead
First Post
My 2 cents from the peanut gallery...
The '5-minute adventuring day' is a playstyle issue and can crop up in any RPG and under any rule-system. The means to encourage a groups playstyle to change to one that pushes past resource limits are all in design and story-telling techniques.. the key and best of these is to have a living world.
I have been playing Skyrim alot recently and have become annoyed at how static it is. Its like a horrible DM where 'urgent' quests will wait months for the player to show up before anything happens.
How I avoid the '5 minute adventuring day':
- The world does not wait. Evil guys plan will go forward with or without the PCs... and the PCs involvement is critical is stopping it.
- Metagame announcements to the group regarding pacing for the expected day. Things like 'guys, you have a tough row to hoe today.. better be careful with your resources' and 'guy, this next encounter is nasty...but is the last one you will face today'.
- delink xp/progression from killing things. Tie it to accomplishing quests and have various degrees of success. Even failure means you learn something.
- metagame expectations of the group should include that PC spotlight time rotates and you may play a support role for a couple of sessions... but you will have spotlight time to show off your characters kewl powa's.
- metagame expectation that 'going nova' early might well get your party killed, and it is better to end the day with 'left over' resources alive than it is to not make it to the end of the day
Using these guidelines I have run an adventuring day in 4e that covered 13 encounters, most of them combat encounters and two 'boss' style encounters. I have also ran an adventuring day with only one combat encounter {made up of three level equivalents worth of bad guys}
If 5e gives me an xp budget for an adventure and guidelines on how to stack a 'days' adventuring... I am good with that.
The '5-minute adventuring day' is a playstyle issue and can crop up in any RPG and under any rule-system. The means to encourage a groups playstyle to change to one that pushes past resource limits are all in design and story-telling techniques.. the key and best of these is to have a living world.
I have been playing Skyrim alot recently and have become annoyed at how static it is. Its like a horrible DM where 'urgent' quests will wait months for the player to show up before anything happens.
How I avoid the '5 minute adventuring day':
- The world does not wait. Evil guys plan will go forward with or without the PCs... and the PCs involvement is critical is stopping it.
- Metagame announcements to the group regarding pacing for the expected day. Things like 'guys, you have a tough row to hoe today.. better be careful with your resources' and 'guy, this next encounter is nasty...but is the last one you will face today'.
- delink xp/progression from killing things. Tie it to accomplishing quests and have various degrees of success. Even failure means you learn something.
- metagame expectations of the group should include that PC spotlight time rotates and you may play a support role for a couple of sessions... but you will have spotlight time to show off your characters kewl powa's.
- metagame expectation that 'going nova' early might well get your party killed, and it is better to end the day with 'left over' resources alive than it is to not make it to the end of the day

Using these guidelines I have run an adventuring day in 4e that covered 13 encounters, most of them combat encounters and two 'boss' style encounters. I have also ran an adventuring day with only one combat encounter {made up of three level equivalents worth of bad guys}
If 5e gives me an xp budget for an adventure and guidelines on how to stack a 'days' adventuring... I am good with that.