Probably. But if you're doing that, I would suggest just dropping XP-for-combat entirely. There's not really any need for it, and it just gives the DM much more freedom in his pacing.
I strongly dislike the advancement being dependent on combat angle of D&D and have for years for a variety of reasons. It's an easy change to make, and there's a variety of ways to implement it. Normally, I just do away with XP altogether and tell the PCs when they're good to level up, but other times, a flat XP by session attended method or something works fine. You're also absolutely right in that it creates meaningful incentives to do things
other than combat, both as a player and as a scenario designer and/or GM, which is one of its greatest benefits.
delericho said:
See, it's difficult to comment on that without knowing what "something significant" means. If the key conflict in the encounter comes about due to interactions with the various NPCs in the caravan, than those "days of journey" aren't filler - they're needed so that the rest of the module makes sense. (The PCs have to get to know the NPCs, or the rest of the story falls flat.)
On the other hand, if the adventure is really about some external threat to the caravan, then those "days of journey" are indeed filler. In which case, the thing to do is probably just drop them. But that's just bad adventure design. (Which, of course, I'm not going to defend!)
Well, not necessarily. Sometimes those kinds of activities are fun for their own sake, so even if they don't "further the story" or whatever, they're still nice to do. That's one of the key differences between gaming and writing a novel or screenplay, IMO, and a great example of why it's important to be careful about making too many parallels between gaming and works of fiction that may inspire them.
delericho said:
Yep. I recall running the first adventure in the "Savage Tide" adventure path, and being struck with the fact that there's a huge thieves camp (or were they bandtis/pirates?) that, frankly, just isn't very interesting - just room after room of filler encounters.
It was okay with that group, since we were playing weekly for six hours at a time. However, with my current group we play mostly fortnightly, for three hours a session. In that environment, my tolerance for filler is minimal. Indeed, I don't use pregen adventures with this group at all, as the assumed pacing just doesn't work for us.
No matter what the purpose, though, that's bad adventure design. If the encounters are boring, tedious or repetitive, and the only thing that they offer is XP, then they're still badly designed. We should expect our XP to be fun to acquire, shouldn't we? I think the boring, tedious and repetitive charge can be labeled fairly at a lot of moduels I've played, and I would guess that the reason that they're included is, as inferred here, to give the players more XP. But that's really not a good excuse, though, even so.
delericho said:
(At the same time, I don't agree with a "drop all filler" policy - sometimes it's good to remind the players that there are other things going on in the world than their current struggles against the BBEG.)
In which case, arguably, it's not filler, as it
does serve another purpose, i.e., to flesh out the setting and create a sense of verisimilitude.
But I think this line of reasoning also leads to the "My Precious Encounters" school of design.
Heh. Love that label.
billd91 said:
I think a source of what people perceive as filler is more a problem with pacing the adventure as it plays. Encounters on the way to a destination, even if not particularly meaningful or important, give the DM tools to inject action when relatively mundane things are going on, like travel. But too many of them in an adventure site leads to too much combat grind, which also disrupts the pacing. This would be true whether the encounters are relatively mundane (bandit after bandit after bandit) or "meaningful".
Right; that's part of what I was trying to get at earlier, but which I think you said very well. Even meaningful combats can be tedious if poorly designed. There's more to exciting pacing than combat after combat unless you're the most gamist group of people who play D&D like a game of WarhammerQuest group of folks I've ever seen.
That said, the opposite is also often a problem, where the PCs are floundering around trying to figure out what needs doing, and are starting to feel restless or frustrated, and bandit encounters are a good fantasy/medieval analog of the Raymond Chandler rule; "When in doubt, have a man come through the door with a gun in his hand."
billd91 said:
In the end, bandit encounters offer games a number of benefits. On the road, they give characters with outdoorsey powers or longer ranges with powers or weapons a chance to shine in ways they don't in dungeons or ruins. If used judiciously, they give characters information about the surrounding area - law enforcement is difficult, travel dangerous, legitimate economy depressed, and the bandits usually have good local knowledge if interrogated. Trick, as with anything in adventure design, is to not overuse them.
On the contrary, bandits can be the core of an entire
campaign. There's tons of source material to read about organized crime and rural organized crime, highwaymen, Robin Hood, The Swamp Fox, and I don't know how many real life inspirations. You just have to make sure that bandits don't become boring and tedious.