Menu
News
All News
Dungeons & Dragons
Level Up: Advanced 5th Edition
Pathfinder
Starfinder
Warhammer
2d20 System
Year Zero Engine
Industry News
Reviews
Dragon Reflections
White Dwarf Reflections
Columns
Weekly Digests
Weekly News Digest
Freebies, Sales & Bundles
RPG Print News
RPG Crowdfunding News
Game Content
ENterplanetary DimENsions
Mythological Figures
Opinion
Worlds of Design
Peregrine's Nest
RPG Evolution
Other Columns
From the Freelancing Frontline
Monster ENcyclopedia
WotC/TSR Alumni Look Back
4 Hours w/RSD (Ryan Dancey)
The Road to 3E (Jonathan Tweet)
Greenwood's Realms (Ed Greenwood)
Drawmij's TSR (Jim Ward)
Community
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions, OSR, & D&D Variants
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Resources
Wiki
Pages
Latest activity
Media
New media
New comments
Search media
Downloads
Latest reviews
Search resources
EN Publishing
Store
EN5ider
Adventures in ZEITGEIST
Awfully Cheerful Engine
What's OLD is NEW
Judge Dredd & The Worlds Of 2000AD
War of the Burning Sky
Level Up: Advanced 5E
Events & Releases
Upcoming Events
Private Events
Featured Events
Socials!
EN Publishing
Twitter
BlueSky
Facebook
Instagram
EN World
BlueSky
YouTube
Facebook
Twitter
Twitch
Podcast
Features
Top 5 RPGs Compiled Charts 2004-Present
Adventure Game Industry Market Research Summary (RPGs) V1.0
Ryan Dancey: Acquiring TSR
Q&A With Gary Gygax
D&D Rules FAQs
TSR, WotC, & Paizo: A Comparative History
D&D Pronunciation Guide
Million Dollar TTRPG Kickstarters
Tabletop RPG Podcast Hall of Fame
Eric Noah's Unofficial D&D 3rd Edition News
D&D in the Mainstream
D&D & RPG History
About Morrus
Log in
Register
What's new
Search
Search
Search titles only
By:
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions, OSR, & D&D Variants
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Menu
Log in
Register
Install the app
Install
Upgrade your account to a Community Supporter account and remove most of the site ads.
Community
General Tabletop Discussion
*Dungeons & Dragons
What are your favorite OP adventure types?
JavaScript is disabled. For a better experience, please enable JavaScript in your browser before proceeding.
You are using an out of date browser. It may not display this or other websites correctly.
You should upgrade or use an
alternative browser
.
Reply to thread
Message
<blockquote data-quote="RCanine" data-source="post: 6748797" data-attributes="member: 85040"><p>There are essentially three types of structures you can divide adventures into:</p><p></p><p>* Linear (one encounter after another, PCs go from beginning to end)</p><p>* Non-linear (where PCs can choose any number of encounters in almost any order, until they find/choose the final one)</p><p>* Branching (which is a linear adventure with decision points that alter what the next encounter will be)</p><p></p><p>Personally, I think the branching structure works best. Non-linear adventures feel fine, but they heavily incentivize a rushed playstyle because the assumption is that there are more encounters than time. Linear adventures are fine for one playthrough, but lack replayability and their win condition is usually binary (win/lose). A branching structure works well because those decisions points are also character building points, RP points, and can make an adventure incredibly replayable. It can also create varying "shades" of victory -- e.g. choosing a winning faction, winning at great cost, etc. Plus they're easy to limit the total number of encounters you can face, so that fits well into OP timelines.</p><p></p><p>There are also some encounter types I think are fun but don't work well for OP:</p><p></p><p>* Puzzles that rely on OOC knowledge/logic these tend to be played as either "did you play D&D 10 years ago?" or "everyone check their phones while player X hogs the one printout".</p><p>* Traps. These tend to play as "did you optimize perception?" "Let's spend an hour taking 5-ft steps until someone rolls above a 15 searching"</p><p>* Ambushes and secret doors. See the above for traps.</p><p>* Interview/Interrogation Encounters ("everyone check their phones while the bard rolls a bunch of charisma checks"</p><p>* Combats in close/cramped quarters (less of a problem in 5E, which usually boils down to a D20-off of basic attacks anyway)</p><p></p><p>... now, I've seen exceptions to all of these, but they are the common traps that 5E designers fall into. Some of the others are:</p><p></p><p>* PCs not getting clues/progressing toward a solution</p><p>* PCs not having a clear understanding of where they are/what their goal is</p><p>* The optimal strategy just to kill everything dead</p><p>* Requiring too many of the same skill / ability checks in order to get/find something</p></blockquote><p></p>
[QUOTE="RCanine, post: 6748797, member: 85040"] There are essentially three types of structures you can divide adventures into: * Linear (one encounter after another, PCs go from beginning to end) * Non-linear (where PCs can choose any number of encounters in almost any order, until they find/choose the final one) * Branching (which is a linear adventure with decision points that alter what the next encounter will be) Personally, I think the branching structure works best. Non-linear adventures feel fine, but they heavily incentivize a rushed playstyle because the assumption is that there are more encounters than time. Linear adventures are fine for one playthrough, but lack replayability and their win condition is usually binary (win/lose). A branching structure works well because those decisions points are also character building points, RP points, and can make an adventure incredibly replayable. It can also create varying "shades" of victory -- e.g. choosing a winning faction, winning at great cost, etc. Plus they're easy to limit the total number of encounters you can face, so that fits well into OP timelines. There are also some encounter types I think are fun but don't work well for OP: * Puzzles that rely on OOC knowledge/logic these tend to be played as either "did you play D&D 10 years ago?" or "everyone check their phones while player X hogs the one printout". * Traps. These tend to play as "did you optimize perception?" "Let's spend an hour taking 5-ft steps until someone rolls above a 15 searching" * Ambushes and secret doors. See the above for traps. * Interview/Interrogation Encounters ("everyone check their phones while the bard rolls a bunch of charisma checks" * Combats in close/cramped quarters (less of a problem in 5E, which usually boils down to a D20-off of basic attacks anyway) ... now, I've seen exceptions to all of these, but they are the common traps that 5E designers fall into. Some of the others are: * PCs not getting clues/progressing toward a solution * PCs not having a clear understanding of where they are/what their goal is * The optimal strategy just to kill everything dead * Requiring too many of the same skill / ability checks in order to get/find something [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
*Dungeons & Dragons
What are your favorite OP adventure types?
Top