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What is the point of GM's notes?
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<blockquote data-quote="Manbearcat" data-source="post: 8240973" data-attributes="member: 6696971"><p>The Wandering Monster Clock part of it is really a complete aside. You can answer the substantive question of the post without even interfacing with that part of the post (because Wandering Monsters won't impact the opening situation in Room 1 of the Dungeon):</p><p></p><p><strong>Why would I ever change the framing of Room 1 of the (formerly off-line but now on-line) dungeon I mentioned above?</strong></p><p></p><p>But as far as Wandering Monster Clock goes, its simply the Wandering Monster machinery in a dungeon:</p><p></p><p>* WANDERING MONSTERS: At the end of every 2 turns, the DM should check for Wandering Monsters > roll Id6: a result of 1 indicates that the party will encounter a Wandering Monster in the next turn > The Wandering Monster will be 20-120 feet away from the party when encountered (roll 2d6, multiply the result by 10) in a direction of the DM's choosing, and will be headed toward the player characters</p><p></p><p>* RESTING: After moving for 5 turns, the party must rest for 1 turn. One turn in 6 (one each hour of the adventure) must be spent resting. If characters do not rest, they have a penalty of -1 on all "to hit" and damage rolls until they do rest.</p><p></p><p>The integration of this is a "Clock" (which then integrates with loadout planning and resource attrition/management). Marching Order/Caller + Exploration Turn Management + Rest Management + Loadout Management + Strategic Move Management (Retainer/Hirelings, Encumbrance, Treasure, push-on or abandon delve, et al) + Encounter decision-points (puzzle, combat, parley, evade/retreat) = the basic play loop of a dungeon delve.</p></blockquote><p></p>
[QUOTE="Manbearcat, post: 8240973, member: 6696971"] The Wandering Monster Clock part of it is really a complete aside. You can answer the substantive question of the post without even interfacing with that part of the post (because Wandering Monsters won't impact the opening situation in Room 1 of the Dungeon): [B]Why would I ever change the framing of Room 1 of the (formerly off-line but now on-line) dungeon I mentioned above?[/B] But as far as Wandering Monster Clock goes, its simply the Wandering Monster machinery in a dungeon: * WANDERING MONSTERS: At the end of every 2 turns, the DM should check for Wandering Monsters > roll Id6: a result of 1 indicates that the party will encounter a Wandering Monster in the next turn > The Wandering Monster will be 20-120 feet away from the party when encountered (roll 2d6, multiply the result by 10) in a direction of the DM's choosing, and will be headed toward the player characters * RESTING: After moving for 5 turns, the party must rest for 1 turn. One turn in 6 (one each hour of the adventure) must be spent resting. If characters do not rest, they have a penalty of -1 on all "to hit" and damage rolls until they do rest. The integration of this is a "Clock" (which then integrates with loadout planning and resource attrition/management). Marching Order/Caller + Exploration Turn Management + Rest Management + Loadout Management + Strategic Move Management (Retainer/Hirelings, Encumbrance, Treasure, push-on or abandon delve, et al) + Encounter decision-points (puzzle, combat, parley, evade/retreat) = the basic play loop of a dungeon delve. [/QUOTE]
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