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<blockquote data-quote="Crothian" data-source="post: 413479" data-attributes="member: 232"><p>The quest to be a better DM, I know it well. Here at En World we have some very good DMs, and I like to steal their ideas as much as I can. I figure it's the next best thing to being a great DM.</p><p></p><p>1) Balancing encounters is an art form. Even for a 4 player party it needs to be played with. Not all 4 person parties are created equal. What I do is start with a few weak encounters at the campaigns beginning to get a feel for how everyone will be playing their characters. When creating encounters I always have ways of encreasing them on the fly just in case I've planned to weak. I've found it's easier to make weak encounters hard, then to make hard encounters easier. </p><p></p><p>2) The number of encounters varies. I mix up role playing and combar encounters and disguise them. I don't plan to have X in a session or adventure, I have the amount of encounters I need to tell this part of the story. </p><p></p><p>3) No idea. I'd suggest asking this question on the Publishers Forum. </p><p></p><p>4) When I run out of ideas , I go back through my notes and see where things are going. I talk it over with the players or with other gamers (En World rocks for this sort of thing). If I can't come up with something I like, I'll call off a game session or two to recooperate. Sometimes, you need to take a break and get things organized.</p></blockquote><p></p>
[QUOTE="Crothian, post: 413479, member: 232"] The quest to be a better DM, I know it well. Here at En World we have some very good DMs, and I like to steal their ideas as much as I can. I figure it's the next best thing to being a great DM. 1) Balancing encounters is an art form. Even for a 4 player party it needs to be played with. Not all 4 person parties are created equal. What I do is start with a few weak encounters at the campaigns beginning to get a feel for how everyone will be playing their characters. When creating encounters I always have ways of encreasing them on the fly just in case I've planned to weak. I've found it's easier to make weak encounters hard, then to make hard encounters easier. 2) The number of encounters varies. I mix up role playing and combar encounters and disguise them. I don't plan to have X in a session or adventure, I have the amount of encounters I need to tell this part of the story. 3) No idea. I'd suggest asking this question on the Publishers Forum. 4) When I run out of ideas , I go back through my notes and see where things are going. I talk it over with the players or with other gamers (En World rocks for this sort of thing). If I can't come up with something I like, I'll call off a game session or two to recooperate. Sometimes, you need to take a break and get things organized. [/QUOTE]
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