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The Angry GM on D&D Encounters
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<blockquote data-quote="SteveC" data-source="post: 6716623" data-attributes="member: 9053"><p>Interesting to see this discussion here.</p><p></p><p>I pretty much agree with his comments on all counts. I played in the Encounters series when 5E first came out to teach myself the game and to meet some new players on my (then) new side of town. The sessions were awful.</p><p></p><p>If you're going to have a two-hour drop in session, you really need to do things completely differently from a standard campaign adventure. You have to allow for no continuity of players or characters and you need to have something that both finishes and is satisfying in a short time. I only played the first three seasons of Encounters (so a module and a half) but I found them to be poorly suited for what they were trying to accomplish.</p><p></p><p>Now I also agree as to the "whys": cost. You could create an Encounters appropriate adventure in the spirit of the current module adventure path to help with branding, but that would take time and money. Those are things WotC doesn't seem to have much of these days.</p><p></p><p>For a GOOD example of the Encounter format, I suggest looking at the 13th Age Organized Play adventures. These are TERRIFIC at running in the context of drop in/out players and use a "bus stop" method where you can do many different things during the session, but you're assumed to get to a specified place at the end, so that next week everyone can start at the same spot.</p></blockquote><p></p>
[QUOTE="SteveC, post: 6716623, member: 9053"] Interesting to see this discussion here. I pretty much agree with his comments on all counts. I played in the Encounters series when 5E first came out to teach myself the game and to meet some new players on my (then) new side of town. The sessions were awful. If you're going to have a two-hour drop in session, you really need to do things completely differently from a standard campaign adventure. You have to allow for no continuity of players or characters and you need to have something that both finishes and is satisfying in a short time. I only played the first three seasons of Encounters (so a module and a half) but I found them to be poorly suited for what they were trying to accomplish. Now I also agree as to the "whys": cost. You could create an Encounters appropriate adventure in the spirit of the current module adventure path to help with branding, but that would take time and money. Those are things WotC doesn't seem to have much of these days. For a GOOD example of the Encounter format, I suggest looking at the 13th Age Organized Play adventures. These are TERRIFIC at running in the context of drop in/out players and use a "bus stop" method where you can do many different things during the session, but you're assumed to get to a specified place at the end, so that next week everyone can start at the same spot. [/QUOTE]
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