Tips for running D&D Encounters

gaptooth

Explorer
Hi!

I'm new to 4th Edition but not to role-playing. The last edition of D&D I played had an "A" in front of it, and most of my experience is with GURPS, TWERPS, and a variety of indie games. I got a 4e starter kit as a gift just over a year ago, and more recently I got the red box, but at home I mostly run Tunnels & Trolls, since it's very easy and fun to play at the drop of a hat with minimal prep. A couple months ago, my daughter and I noticed that our local game shop was hosting a D&D Encounters game and we decided to go-- my wife likes D&D too --but the GM didn't show up. Since there were a few other players there who wanted to play, I opted to run the first session sight-unseen (how hard could it be?) and we had enough fun that I've been GMing the adventure since.

We have a consistent group of five players and myself who come to the almost-weekly game, and most of us are in our thirties. All of us have some background with earlier editions of D&D, and this is the first ongoing 4th Edition game for any of us (at home we played the Starter Kit adventures, but didn't stick with it). Four out of the five players prefer a stronger focus on fiction and meaningful character interaction than the Encounters game provides, but because we're all busy family types, it's almost impossible to hook up outside of the scheduled game time to debrief and talk about how things are going and what they would like to see.

Anyway, I figure this must be a fairly common hazard of Encounters-style play: It appeals to the folks who are too busy for a four-hour marathon game served with ample space for kibitzing and discussing everyone's goals and expectations.

So I was wondering what tips you have for running D&D Encounters. How do you provide scope for meaningful choices and significant interaction with the fiction in a scripted adventure that throws battle after battle at the characters?

I'm also curious if there are even better ways to reduce the handling time of combat. Right now we use duplicate miniatures on the side of the map to track initiative, and I have them roll a couple initiatives when we sit down so that I can just grab one when combat begins. My sense is that these players are not very interested in sound tactics as much as what would be dramatic and cool in a movie, so the handling time for combat is somewhat grueling-- something that never happens in T&T. I've done everything I can think of the keep it moving, and a few players told me it goes a lot faster than their fights in 3.5, but it's much slower than anything I've ever experienced.
 

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Is there any way to meet at the gaming store one table over from encounters and run your own game, or is that impossible? It sounds to me like encounters is not for you.

If it wee impossible, I would try to turn some sections of the encounters into roleplaying, if m=possible, like negotiation with a group of monsters rather than a bloodfest.

I do think your own game parallel to encounters would be better though.
 

Is there any way to meet at the gaming store one table over from encounters and run your own game, or is that impossible? It sounds to me like encounters is not for you.

Wow! That's absolutely not the advice I expected, but it sure cuts to the chase as far as my interest in the hobby is concerned. I like creating and running stuff for the game that holds personal interest for the players, their characters, and myself as an audience of the actual play.

I'm not sure what it would entail though. At this point, we're the only group running D&D Encounters in town-- if I drop out, the Encounters game ends.

I've thought a lot about how to accommodate player-initiated plots that aren't part of the author's agenda for this Season, and I wouldn't mind going off the rails. Question is, do I have a duty to stay on track in case someone new shows up? Or is it informal enough that each group can use the materials as a springboard for their own interests and goals in the setting?

One thing is for sure: the group we play with is one-in-a-million, and we like playing with them. The table chemistry is good, even if the adventure plan isn't ideal for our play style, and I definitely don't want to alienate them by shutting down their game. If there's a viable and up-and-up way to make the transition, I'd be for it. At this point, I'm thinking that may happen with this group when the Season is over anyway.

I think the sole appeal of Encounters for us is that it isn't completely open-ended. It has a definite beginning, middle, and end. That's a feature of most of the indie games I like, where it doesn't have to be scripted or forced, but it flies in the face of the widespread assumption of how role-playing games work: many gamers assume that a One True Campaign has to carry on almost perpetually.

If it wee impossible, I would try to turn some sections of the encounters into roleplaying, if m=possible, like negotiation with a group of monsters rather than a bloodfest.

I do think your own game parallel to encounters would be better though.

Well, that's a helpful tip. The assumption that monsters always attack and fight to their utter defeat is one I'm happy to dispense with. The only cavil is that the character advancement for Encounters is pre-ordained, and it strikes me that combat is the primary source of Experience Points in this edition of the game. I reckon that's no problem if there are other challenges, and most importantly, if everyone is enjoying the game.

I'm curious, what about my original post made you say that Encounters is not for me?
 

I assumed that other Encounters games included players who enjoy interacting with the characters and other narrative elements of the game, as much or more than tactical combat, but maybe that's not the case. Is my group unique in this regard?

I find it hard to believe that no other Encounters GMs have shaken it up a little in response to the creative interests of their play group.
 

Have you asked your game store to look at the material in advance? They are sent out by the "chapter" I believe. That would let you see where the current chapter is headed and make some adjustments to better suit your group. It could be as simple as interrogating a defeated monster from todays encounter to gain and edge for next weeks encounter. In case you didn't know the final blow that puts down a monster need not be fatal, the PC can instead chose to deal non fatal damage that puts them out of the fight for questioning later. Also intimidate can be used to convince a bloodied enemy to surrender.

Reviewing the encounter chapter before it starts would create the oportunity for some roleplaying around town etc. to try to garner more information about the current task that could translate into being better prepared for the chapter as it unfolds, or to foreshadow the upcoming encounters.
 

When running published modules, I always award XP based on "monster encountered, threat neutralized" instead of "monster slain or defeated in battle."

If the party uses some other strategy to neutralize the treat of an encountered monster, I give the same XP they'd get for killing it. It also allows for some roleplaying or focus on skill usage.

I would think you can do that with Encounters so that the characters advance as intended.

I would also recommend just running your own campaign. If you have a setting and plot, encounters are not that difficult to build in 4e once you are familiar with the system laid out in the DMs book.
 

Encounters is really designed for the opposite of what you want - the adventures are meant to be a taster introduction to people and non-taxing on DMs, which means limited scope to be clever and limited intended interaction. It's not 4e that's the problem it's that, to take a slightly more extreme analogy, using Encounters for serious roleplaying is like trying to run a heroic and cooperative game of Fiasco.

But if you want to use the format, and already know the basics, the best advice I can give is that p42 in the DMG (or the real DM's screen) are your best friends. When someone wants to do something simple, guess what level it should be and read the target number (medium or hard) off the skill challenge rules. Complex, use a full blown n-success before 3 failure skill challenge. How hard and how complex is what they want to do? You have your numbers so can get on with the fiction. (Likewise the improvised attacks using high/medium/low damage expressions).

Also I've seen nothing to beat the official WoTC magnetic initiative tracker. (A board, three sets of magnetic oblongs of different colours - write the names of the PCs on oblongs of one colour, and another colour for the monsters. When initiative is rolled sort the whole thing into order where everyone can see - and move the counters when people delay/ready so they easily slot in to the new action spaces).
 

Thanks for the tips. So, I'm curious: How much freedom do you give the players to direct their characters from scene to scene? How much freedom do you give yourself to follow their interests and goals, and to spike the encounters accordingly?
 

The most recent Encounters season has a great deal of room for role playing if you prep properly. Take the first encounter of chapter 3, for example, when the PCs are asked to go on a mission within the keep. Not only is this a conversation scene, but it provides guidelines for the PCs asking around the keep to gather information and further information that they can pull out of the main characters.

I'll admit that the Dark Sun adventure was RP light, but the Keep on the Borderlands adventure has plenty of opportunity. Do the players capture the "villain" at the end of chapter 2? Did they collect witnesses of his crimes over the past sessions for his trial? Have you role played his trial before the Castellan of the Keep? Lord Drysdale would certainly demand one. I would recommend reading the Keep on the Shadowfell article in Dragon Magazine for ways to extend the Encounters session. After all, the WOTC police won't come and kill you if you use their adventure as a foundation for more play.
 

The most recent Encounters season has a great deal of room for role playing if you prep properly. Take the first encounter of chapter 3, for example, when the PCs are asked to go on a mission within the keep. Not only is this a conversation scene, but it provides guidelines for the PCs asking around the keep to gather information and further information that they can pull out of the main characters.

[...] Keep on the Borderlands adventure has plenty of opportunity. Do the players capture the "villain" at the end of chapter 2? Did they collect witnesses of his crimes over the past sessions for his trial? Have you role played his trial before the Castellan of the Keep? Lord Drysdale would certainly demand one.

Perfect timing for this! Because we got a late start on the season and missed a few weeks here and there due to child illnesses and holidays, not to mention unplanned subplots in the game, we just played Encounter 2-8 in tonight's session. We hit closing time before resolving the scene, but I'll keep all of the above in mind when preparing for next week's session! All the events you mentioned offer possible twists that could make a difference for the players!

I also finally got the materials for Chapter 5 tonight, which include stats for a certain important NPC. Now that I have the whole adventure plan, I'm a lot more comfortable improvising if things go astray from the author's program! With the full overview now available, at least I know what impact player-initiated twists might have, and arrange more versatile prep.

I would recommend reading the Keep on the Shadowfell article in Dragon Magazine for ways to extend the Encounters session. After all, the WOTC police won't come and kill you if you use their adventure as a foundation for more play.

I'm thinking you mean the "Keep on the Chaos Scar" article in Dungeon #176? (Too many Keeps to keep up with.) I saw that article after the PC's departed for the Well Hideout, and it could be useful. But now that I have the entire adventure, I don't mind fleshing out Restwell Keep on my own, because I'm not worried about spoiling Chris Sims's plans.

Thanks again for your messages! I think we'll be able to run our own campaign after we wind this up, but for now I think the players would be unhappy to end this adventure too abruptly.
 

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