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<blockquote data-quote="Skyscraper" data-source="post: 5254086" data-attributes="member: 48518"><p>Yes, but isn't it a bit unfulfilling as a player to know that your decisions had pretty much nothing to do with you ending up at an encounter, the game just led you there the same way everyone else did? Isn't a strong advantage of tabletop RPG over, say, computer gaming software, being able to venture into unknown territory and to improvise?</p><p> </p><p></p><p></p><p>Would it require that much more preparation by the DM?</p><p></p><p>This last post you're replying to is exactly along the lines of what I was talking about in my OP. I'm thinking: isn't possible to give not only encounter stats, but also guidelines concerning alternate encounter models, and you simply pick the one that is applicable in a particular circumstance? This would be a ready-to-go encounter for the DM, however he would need to improvise an encounter location at worst; or at best the module also includes encounter location maps, although they are usable however the DM feels like it, i.e. no predetermined creature positioning since you don't even know what creatures will be there anyway (e.g. two forest maps, one swamp map, a full detailed map of the keep and you pick where the battle occurs during the dungeon crawl that the PCs have decided to do, ...)</p><p></p><p>What is it that I don't see and you do, that would make this approach much more work for the DM?</p><p></p><p>It would probably be more work for the designers, but not much IMO. This additional work to provide different encounter models would be compensated by the fact that they would not need to prepare a set encounter with full tactical details.</p><p></p><p>Sky</p></blockquote><p></p>
[QUOTE="Skyscraper, post: 5254086, member: 48518"] Yes, but isn't it a bit unfulfilling as a player to know that your decisions had pretty much nothing to do with you ending up at an encounter, the game just led you there the same way everyone else did? Isn't a strong advantage of tabletop RPG over, say, computer gaming software, being able to venture into unknown territory and to improvise? Would it require that much more preparation by the DM? This last post you're replying to is exactly along the lines of what I was talking about in my OP. I'm thinking: isn't possible to give not only encounter stats, but also guidelines concerning alternate encounter models, and you simply pick the one that is applicable in a particular circumstance? This would be a ready-to-go encounter for the DM, however he would need to improvise an encounter location at worst; or at best the module also includes encounter location maps, although they are usable however the DM feels like it, i.e. no predetermined creature positioning since you don't even know what creatures will be there anyway (e.g. two forest maps, one swamp map, a full detailed map of the keep and you pick where the battle occurs during the dungeon crawl that the PCs have decided to do, ...) What is it that I don't see and you do, that would make this approach much more work for the DM? It would probably be more work for the designers, but not much IMO. This additional work to provide different encounter models would be compensated by the fact that they would not need to prepare a set encounter with full tactical details. Sky [/QUOTE]
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