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Taking the "Dungeons" out of D&D
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<blockquote data-quote="aco175" data-source="post: 8085308" data-attributes="member: 27385"><p>I heard about, but not run a more freeform traveling adventure day. I tend to have a player roll for a random encounter or have a few set encounters for travel, but sometimes you want to just get to the dungeon or having only 1 encounter makes for player knowledge taking over the PC knowledge in thinking that they can nova and if there is another encounter the next day, they can just nova again. Nothing wrong with this and I tend to play like this, but have heard of another just roleplay encounter.</p><p></p><p>The travel to a place is not the main point of the adventure, so just spend through that and get to the dungeon. To make things more realistic, add a encounter, but have the players tell you what happened and how they overcome it. There is not initiative and dice rolling for the random encounter to the real adventure. You just tell the players; "You have been traveling for three days and finally reach the dungeon." "Along the way, you had an encounter with goblins- tell me about what your PC did."</p><p></p><p>Go around the table and each player tells about something cool their PC did and spells let off or cool smites or such. The Players can tell cooler stuff sometimes than dice and the rules can allow, and it does not really affect how the encounter was going to go. </p><p></p><p>I do not think I would do this for all the encounters, just the glossing over ones where the players know they can steamroll over the goblins. I like to roll dice and have the element of danger in the game and will not do away with it for the main parts, but may try this next overland travel.</p></blockquote><p></p>
[QUOTE="aco175, post: 8085308, member: 27385"] I heard about, but not run a more freeform traveling adventure day. I tend to have a player roll for a random encounter or have a few set encounters for travel, but sometimes you want to just get to the dungeon or having only 1 encounter makes for player knowledge taking over the PC knowledge in thinking that they can nova and if there is another encounter the next day, they can just nova again. Nothing wrong with this and I tend to play like this, but have heard of another just roleplay encounter. The travel to a place is not the main point of the adventure, so just spend through that and get to the dungeon. To make things more realistic, add a encounter, but have the players tell you what happened and how they overcome it. There is not initiative and dice rolling for the random encounter to the real adventure. You just tell the players; "You have been traveling for three days and finally reach the dungeon." "Along the way, you had an encounter with goblins- tell me about what your PC did." Go around the table and each player tells about something cool their PC did and spells let off or cool smites or such. The Players can tell cooler stuff sometimes than dice and the rules can allow, and it does not really affect how the encounter was going to go. I do not think I would do this for all the encounters, just the glossing over ones where the players know they can steamroll over the goblins. I like to roll dice and have the element of danger in the game and will not do away with it for the main parts, but may try this next overland travel. [/QUOTE]
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