Fauchard1520
Adventurer
Well then. I'm nothing if not consistent.
I swear to Gygax, I need to run a "three panel" contest at some point and ask folks to make a coherent story out of multiple comics.
Keep backup copies! Especially in Dropbox/Google Drive/Whatever.Part of this is because our rule here is that character sheets stay with the DM between sessions, so that if you for some reason don't make the next session your character can still be played (our adventures always take more than one session, thus we often end in mid-adventure and sometimes even in mid-combat).
You think our character sheets are digitized?Keep backup copies! Especially in Dropbox/Google Drive/Whatever.
Gotta start with adventure design.For those of you that use XP rather than milestone leveling: How do you deal with the issue of players wanting to earn the final few XP to level up?
I have a standing policy to allow "extra credit" projects for bonus XP. Stuff like in-character journaling, painting your mini, and for-the-good-of-the-order options like buying a new set of wet-erase markers or building a new initiative tracker all count. I find that preferable to going out and murdering the nearest wolf just to ding, but I suspect there are simpler ways to address the issue.
How do you guys handle it at your table?
(Comic Related. Also, Munchkin card related.)
I give xp for what the PCs do, period, which means this sort of pre-planning would become pointless as soon as play began.Gotta start with adventure design.
First, you figure out how much XP to give as a reward for each thing the PCs do. And that’s easy enough because you just turn to DMG pg 82, find the party’s Average Level and look at the XP threshold for a medium encounter. That’s the basis I use for a basic XP reward.
Then you assign values to actions. Generally, I do it like this: a planned encounter is worth the average reward; a milestone, boss encounter, or quest completion is worth double the average reward; random encounters and tangential discoveries are worth half the average reward.
(Ex - a party of level 1 characters earns 50 XP for overcoming each obstacle I put in their way between them and their goal. They earn 100 XP for completing the quest. They earn 25 XP for each random encounter or discovery.)
Now that you have rewards with values, you design your adventure content (in broad strokes) with these in mind. At level 1 and 2, each adventure should be relatively short and end with them getting a level.
The level 1 adventure will have a goal, probably 3 planned obstacles, and has space for 2 of the half-rewards (random encounters or discoveries). Now I’m gonna design 2 random encounters that I may not use and 2 discoveries that they may not find. It is likely they’ll hit at least 2 of these possible 4. And nobody will be upset if they go over and get 3 or even all 4.
So what happens if they come up short? If my level 1 party overcomes the three obstacles I set (50 XP each) and completes the quest (100 XP) and only has one random encounter (25 XP)? They have 275 XP and are only 25 XP from level 2!
Pre-planning is never pointless. I do it so that I have a rough idea of what kind of content to prep for. And then making that content available so that the time we set aside to play is filled with content instead of grasping for filler.I give xp for what the PCs do, period, which means this sort of pre-planning would become pointless as soon as play began.
They get appropriate xp for defeating wandering monsters, for example. which can't really be "budgeted for" as it's random not only what they'll meet but how often - if at all. Or, for all I know they'll find a way of avoiding a large chunk of the adventure via (often by sheer luck) going straight to the goal and then straight back out. (I try to avoid linear-design adventures that force parties through every encounter - how dull) Or one or two characters will die halfway through, meaning each survivor's share of the xp for any subsequent encounters will be higher.
Couple that with individual xp rather than group, and I've no real way of knowing exactly when anyone's going to bump. If I see there's a bit of a backlog of xp waiting to be given out, I'll just ask if anyone's close to bumping and if someone is, I'll give 'em out.
I think you should have copies of your sheet, digital or paper. I'm getting flashbacks of ruined sheets just writing this.You think our character sheets are digitized?
Pen and paper all the way here, my friend.![]()
Planning content doesn't - to me, anyway - involve planning xp rewards.Pre-planning is never pointless. I do it so that I have a rough idea of what kind of content to prep for. And then making that content available so that the time we set aside to play is filled with content instead of grasping for filler.
Again, that's far more fine-tuning than I'll ever do.And yeah, wandering monsters and random encounters absolutely can be budgeted for. I do it all the time. I know the rate at which I expect random encounters to happen and I know how much time I have in a scheduled play session, so I can prep what I need based on that rate and time slot.
Of course. Unless the adventure itself is linear (and far too many published ones are!) you've no way of knowing what they'll hit and-or in what sequence.Merely because I have prepared these things in advance does not mean they are encountered in a linear fashion during play.
In this statement I see three things that to me are quite unrelated.In practice, by forecasting the size and scope of the adventure, I prep the content I need to fill the space I have, I manage the pace of the game (at the adventure and campaign levels), and stay on top of power creep.