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*Dungeons & Dragons
The Old "Boil an Ant Hill" Problem
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<blockquote data-quote="Lanefan" data-source="post: 7970105" data-attributes="member: 29398"><p>Planning content doesn't - to me, anyway - involve planning xp rewards.</p><p></p><p>The content is what it is, and whatever xp they get out of it, they get.</p><p></p><p>Again, that's far more fine-tuning than I'll ever do. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /></p><p></p><p>I have an adventure. I've no idea how many sessions it'll take 'em to get through it, nor how they'll approach it, nor how much of it they'll end up engaging with, or whether they'll succeed or fail at whatever mission or reason it might be that's taken them there.</p><p></p><p>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.</p><p></p><p>In this statement I see three things that to me are quite unrelated.</p><p></p><p>Prepping the content you need to fill the space you have - that's fine, though unless you're going through an entire adventure per session this shouldn't ever be a big problem. That, and if they're in free-form downtime you're completely in react mode anyway - hard to prep for that. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /></p><p></p><p>Managing the pace of the game - pace of play is (or probably should be) largely determined by the players, as if your setting is at all engaging and-or interesting they'll want to spend time exploring it and interacting with it, be it on a micro (e.g. room by room) or macro (local-regional-national) scale. All of this takes time above and beyond that spent adventuring. Further to this are downtime activities, treasury division, character interactions (with each other or with NPCs) and so forth, all of which are driven by the players and all of which take an unpredictable amount of time.</p><p></p><p>Stay on top of power creep - power creep is something determined by the system and-or any houserules, and in theory is something you can see coming from miles away: sooner or later they're going to level up, and the system tells you what to expect when they do.</p></blockquote><p></p>
[QUOTE="Lanefan, post: 7970105, member: 29398"] Planning content doesn't - to me, anyway - involve planning xp rewards. The content is what it is, and whatever xp they get out of it, they get. Again, that's far more fine-tuning than I'll ever do. :) I have an adventure. I've no idea how many sessions it'll take 'em to get through it, nor how they'll approach it, nor how much of it they'll end up engaging with, or whether they'll succeed or fail at whatever mission or reason it might be that's taken them there. 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. In this statement I see three things that to me are quite unrelated. Prepping the content you need to fill the space you have - that's fine, though unless you're going through an entire adventure per session this shouldn't ever be a big problem. That, and if they're in free-form downtime you're completely in react mode anyway - hard to prep for that. :) Managing the pace of the game - pace of play is (or probably should be) largely determined by the players, as if your setting is at all engaging and-or interesting they'll want to spend time exploring it and interacting with it, be it on a micro (e.g. room by room) or macro (local-regional-national) scale. All of this takes time above and beyond that spent adventuring. Further to this are downtime activities, treasury division, character interactions (with each other or with NPCs) and so forth, all of which are driven by the players and all of which take an unpredictable amount of time. Stay on top of power creep - power creep is something determined by the system and-or any houserules, and in theory is something you can see coming from miles away: sooner or later they're going to level up, and the system tells you what to expect when they do. [/QUOTE]
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