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General Tabletop Discussion
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Setting Design vs Adventure Prep
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<blockquote data-quote="buzz" data-source="post: 3433784" data-attributes="member: 6777"><p>I agree 100%.</p><p></p><p>D&D thrives on challenge. Given the tactical intricacy of D&D, a good encounter requires some design effort in order to provide that challenge. This is why D&D thrives in the dungeon. A dungeon is essentially a flowchart; it provides enough player autonomy while still limiting the outcomes (i.e., encounters) to a reasonable number that the DM can prepare in advance.</p><p></p><p>Remove that framework and try to do too much spontaneously, and I think you risk a lot of uninteresting encounters unless you're really, really, <em>really</em> experienced with the system, not to mention good with tactics. And uninteresting encounters = boring, pointless D&D, IMO.</p><p></p><p>This is pretty much why I no longer have any disdain for published settings and adventures like I did when I was a kid with tons of free time. I'm happy to let a publisher do a bunch of the heavy lifting in setting and encounter design. Because, really, having something fun for the players to do come game night is way more important to me than stroking my inner Tolkien.</p><p></p><p>Nowadays, setting design is something I'd much rather do <em>with</em> my players rather than on my own, and preferably with a system that encourages it.</p></blockquote><p></p>
[QUOTE="buzz, post: 3433784, member: 6777"] I agree 100%. D&D thrives on challenge. Given the tactical intricacy of D&D, a good encounter requires some design effort in order to provide that challenge. This is why D&D thrives in the dungeon. A dungeon is essentially a flowchart; it provides enough player autonomy while still limiting the outcomes (i.e., encounters) to a reasonable number that the DM can prepare in advance. Remove that framework and try to do too much spontaneously, and I think you risk a lot of uninteresting encounters unless you're really, really, [I]really[/I] experienced with the system, not to mention good with tactics. And uninteresting encounters = boring, pointless D&D, IMO. This is pretty much why I no longer have any disdain for published settings and adventures like I did when I was a kid with tons of free time. I'm happy to let a publisher do a bunch of the heavy lifting in setting and encounter design. Because, really, having something fun for the players to do come game night is way more important to me than stroking my inner Tolkien. Nowadays, setting design is something I'd much rather do [I]with[/I] my players rather than on my own, and preferably with a system that encourages it. [/QUOTE]
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