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The 15 Minute Dungeon Master?
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<blockquote data-quote="Saeviomagy" data-source="post: 4221531" data-attributes="member: 5890"><p>Maybe it would be possible to implement a method of 'levelling up' an NPC's personality so if he ends up being more important, he grows more, fleshing out into a full personality.</p><p></p><p>That was exactly my point - the problem that you had was trying to produce a cliche-free adventure, when cliches are powerful tools to make a story and have it understood.</p><p></p><p>The biggest problem I have with quick-prep adventures in current D&D is anticipating what the players can do to avoid that 15 minutes of prep I am ahead of them. If you expect the players to fight, and instead they rapidly assemble a cunning plan, you can be sunk pretty quickly. To that end - more things to throw at players who want to avoid combat is a really good resource to have. I see the skill challenge framework as being useful to this, but some sort of scene list or generator would work really well.</p><p></p><p>Yeah, count me out for random dungeon generation. Floorplans are far from exciting.</p><p></p><p>Now - guidelines for how to set up an encounter site are much more interesting. There's a big difference between a fight in a room and a fight in a fully-stocked torture chamber, but sadly a lot of current dungeons have no real fleshing out of the latter.</p></blockquote><p></p>
[QUOTE="Saeviomagy, post: 4221531, member: 5890"] Maybe it would be possible to implement a method of 'levelling up' an NPC's personality so if he ends up being more important, he grows more, fleshing out into a full personality. That was exactly my point - the problem that you had was trying to produce a cliche-free adventure, when cliches are powerful tools to make a story and have it understood. The biggest problem I have with quick-prep adventures in current D&D is anticipating what the players can do to avoid that 15 minutes of prep I am ahead of them. If you expect the players to fight, and instead they rapidly assemble a cunning plan, you can be sunk pretty quickly. To that end - more things to throw at players who want to avoid combat is a really good resource to have. I see the skill challenge framework as being useful to this, but some sort of scene list or generator would work really well. Yeah, count me out for random dungeon generation. Floorplans are far from exciting. Now - guidelines for how to set up an encounter site are much more interesting. There's a big difference between a fight in a room and a fight in a fully-stocked torture chamber, but sadly a lot of current dungeons have no real fleshing out of the latter. [/QUOTE]
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