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<blockquote data-quote="Caster" data-source="post: 5855890" data-attributes="member: 6689898"><p>BINGO! My interpretation of what Mearls is saying here is that whereas the Encounter (usually combat in 4e but maybe a skill-challenge or NPC encounter) was the previous focus design point, the Adventure will replace this vision.</p><p></p><p>Just like 4e play was a string of Encounters linked together to tell a single story, DNDN will string Adventures together to achieve the same effect. The (important) differences will be that the Adventure baseline includes more events or options than does the 4e Encounter.</p><p></p><p>Look at his example - in about an hour (for the moment let's not include character creation (as it won't happen EVERY session will it?) and the normal side chatter that makes these games a social experience as well) his players characters:</p><p></p><p>- Bought a treasure map from a halfling. (Interaction)</p><p></p><p>- traveled through a forest to the purported location of an orc lord's tomb. (Exploration)</p><p></p><p>- Dodged a few traps in the tomb and solved a puzzle needed to gain access to the inner sanctum. (Exploration)</p><p></p><p>- Battled skeletons that ambushed them. (Combat)</p><p></p><p>- And then defeated the vengeful spirit of the orc lord and the animated statues that guarded his tomb. (Interaction (?)/Combat)</p><p></p><p>- With the orc lord laid to his final rest, the characters claimed his magical axe and a small cache of gems. (XP rewards)</p><p></p><p>Now, is this the end of the story as a whole? I'd wager probably not. It is merely one piece in on ongoing narrative. An Encounter was a very narrowly defined piece but an Adventure is going to be a much broader one.</p><p></p><p>If you look at the 4e system you can see that it is chock full of Encounter related rules because the entire premise is that Encounters are going to be the bread and butter of your gameplay. They decided that the Encounter was king and went with that.</p><p></p><p>What excites me is thinking about how making the Adventure king will change everything from character creation (and how characters interact mechanically with the game world) to combat and exploration (and everything else) across the board.</p><p></p><p>I also think that we can take his "D&D in an hour" premise with a pinch of salt. Maybe those no-nonsense Uber-Design Gurus can do all that in an hour but if it took me and my friends two hours or even an evenings play to accomplish all of the above then I'd be a happy camper.</p><p></p><p>Dave</p><p></p><p>P.S. Just in case I wasn't 100% clear the real game changer is making the Adventure the basic component in DNDN and building the ruleset to reflect that premise.</p></blockquote><p></p>
[QUOTE="Caster, post: 5855890, member: 6689898"] BINGO! My interpretation of what Mearls is saying here is that whereas the Encounter (usually combat in 4e but maybe a skill-challenge or NPC encounter) was the previous focus design point, the Adventure will replace this vision. Just like 4e play was a string of Encounters linked together to tell a single story, DNDN will string Adventures together to achieve the same effect. The (important) differences will be that the Adventure baseline includes more events or options than does the 4e Encounter. Look at his example - in about an hour (for the moment let's not include character creation (as it won't happen EVERY session will it?) and the normal side chatter that makes these games a social experience as well) his players characters: - Bought a treasure map from a halfling. (Interaction) - traveled through a forest to the purported location of an orc lord's tomb. (Exploration) - Dodged a few traps in the tomb and solved a puzzle needed to gain access to the inner sanctum. (Exploration) - Battled skeletons that ambushed them. (Combat) - And then defeated the vengeful spirit of the orc lord and the animated statues that guarded his tomb. (Interaction (?)/Combat) - With the orc lord laid to his final rest, the characters claimed his magical axe and a small cache of gems. (XP rewards) Now, is this the end of the story as a whole? I'd wager probably not. It is merely one piece in on ongoing narrative. An Encounter was a very narrowly defined piece but an Adventure is going to be a much broader one. If you look at the 4e system you can see that it is chock full of Encounter related rules because the entire premise is that Encounters are going to be the bread and butter of your gameplay. They decided that the Encounter was king and went with that. What excites me is thinking about how making the Adventure king will change everything from character creation (and how characters interact mechanically with the game world) to combat and exploration (and everything else) across the board. I also think that we can take his "D&D in an hour" premise with a pinch of salt. Maybe those no-nonsense Uber-Design Gurus can do all that in an hour but if it took me and my friends two hours or even an evenings play to accomplish all of the above then I'd be a happy camper. Dave P.S. Just in case I wasn't 100% clear the real game changer is making the Adventure the basic component in DNDN and building the ruleset to reflect that premise. [/QUOTE]
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