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Tips for running D&D Encounters
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<blockquote data-quote="gaptooth" data-source="post: 5417291" data-attributes="member: 98818"><p>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.</p><p></p><p>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.</p><p></p><p>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?</p><p></p><p>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.</p><p></p><p>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.</p><p></p><p></p><p></p><p>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.</p><p></p><p>I'm curious, what about my original post made you say that Encounters is not for me?</p></blockquote><p></p>
[QUOTE="gaptooth, post: 5417291, member: 98818"] 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. 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? [/QUOTE]
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