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
*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
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Menu
Log in
Register
Install the app
Install
Community
General Tabletop Discussion
*TTRPGs General
Why Worldbuilding is Bad
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="Hussar" data-source="post: 3548041" data-attributes="member: 22779"><p>I'm not sure if that's fair to say that encounter development on the fly is the easiest to improvise. It might be at very low levels, but, the common complaint in campaigns over about 12th level is the sheer amount of fiddly bits you have to keep track of. While I know I could improvise an encounter with 1d6 dire rats, I don't think I could do the same with 1d6 elite fiendish venomous cryohydras. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /></p><p></p><p>But, yes, if you want to run a "sandbox" campaign, then the ideas I'm putting forth are certainly not the way to go. Honestly, from my own point of view, I don't think I would enjoy such a campaign. When I've played in that style of campaign, it invariably grinds to a slow, stuttering halt as the party wanders aimlessly from disconnected element to disconnected element. I know that it can be done right. I've just had very bad experience with playing and attempting to run them. </p><p></p><p>I realize that many people don't follow RAW exactly for xp, but, I did a poll a while back about how fast people leveled and it did appear that most people do follow RAW. Levelling in 2 or 3 sessions most of the time.</p><p></p><p>Bear with me for a second while I try to organize my own thoughts. I've kinda got three points in mind that need to be connected.</p><p></p><p>First off, we can be fairly sure that most campaigns only last between 1 and 1.5 years. Numerous polling shows this. While I know there are multiyear campaigns out there, for most of us mere mortals, 18 months seems to be the half life of a campaign.</p><p></p><p>Secondly, again according to polling I've seen on Enworld, most people shift campaign setting with each new campaign. Most people end an eight month Forgotten Realms camp and move on to a homebrew. When they finish that, they move over to Eberron. After that, maybe Kalamar or whatever. The point is, there is not all that much setting loyalty in many groups.</p><p></p><p>Thirdly, and this goes back to the xp bit, you can craft a 1st to 20th level campaign in about 8 adventures. By RAW it takes about 20-25 encounters to go up two levels. Assume for a moment that you overbuild on the assumption that the players aren't going to hit every room and we can ballpark about 40 encounters at the high end for a 2 level adventure. 40 encounters is a fairly doable number.</p><p></p><p>Now, combine all three of those points - an average 1-20 level campaign is only going to last about 18 months and then the players are going to move on to a different setting. Suddenly developing large swaths of setting isn't all that important. </p><p></p><p>Make 8 adventures plus maybe a half dozen one shots and you have a full, 20 level campaign. </p><p></p><p>Suddenly, campaign design looks a whole lot easier to me.</p><p></p><p></p><p></p><p>Agree 100%</p><p></p><p></p><p></p><p>I guess my point is to instead detail out the shark reef as an adventure and then come up with a way to link that to the adventure before it and after it. Or, make the adventures recursive enough that you could do the adventure after it and come back to Shark Reef.</p><p></p><p>When I said not buying into the campaign, I was perhaps stating things too strongly. But, think of it this way, the original hook is heading into the jungle to investigate the disappearance of the Chieftain's daughter. The players turn to you and say, "Naw, we want to build a raft and sail around the island." To me, that's not buying in to the campaign.</p><p></p><p>Now, hopefully, the campaign arc would include more than these simple examples. Hopefully, as I mentioned before, you could make the adventures recursive so you could part of A then part of B, followed by going back to A then off to D, finding D too hard and moving back to C and so on and so forth.</p></blockquote><p></p>
[QUOTE="Hussar, post: 3548041, member: 22779"] I'm not sure if that's fair to say that encounter development on the fly is the easiest to improvise. It might be at very low levels, but, the common complaint in campaigns over about 12th level is the sheer amount of fiddly bits you have to keep track of. While I know I could improvise an encounter with 1d6 dire rats, I don't think I could do the same with 1d6 elite fiendish venomous cryohydras. :) But, yes, if you want to run a "sandbox" campaign, then the ideas I'm putting forth are certainly not the way to go. Honestly, from my own point of view, I don't think I would enjoy such a campaign. When I've played in that style of campaign, it invariably grinds to a slow, stuttering halt as the party wanders aimlessly from disconnected element to disconnected element. I know that it can be done right. I've just had very bad experience with playing and attempting to run them. I realize that many people don't follow RAW exactly for xp, but, I did a poll a while back about how fast people leveled and it did appear that most people do follow RAW. Levelling in 2 or 3 sessions most of the time. Bear with me for a second while I try to organize my own thoughts. I've kinda got three points in mind that need to be connected. First off, we can be fairly sure that most campaigns only last between 1 and 1.5 years. Numerous polling shows this. While I know there are multiyear campaigns out there, for most of us mere mortals, 18 months seems to be the half life of a campaign. Secondly, again according to polling I've seen on Enworld, most people shift campaign setting with each new campaign. Most people end an eight month Forgotten Realms camp and move on to a homebrew. When they finish that, they move over to Eberron. After that, maybe Kalamar or whatever. The point is, there is not all that much setting loyalty in many groups. Thirdly, and this goes back to the xp bit, you can craft a 1st to 20th level campaign in about 8 adventures. By RAW it takes about 20-25 encounters to go up two levels. Assume for a moment that you overbuild on the assumption that the players aren't going to hit every room and we can ballpark about 40 encounters at the high end for a 2 level adventure. 40 encounters is a fairly doable number. Now, combine all three of those points - an average 1-20 level campaign is only going to last about 18 months and then the players are going to move on to a different setting. Suddenly developing large swaths of setting isn't all that important. Make 8 adventures plus maybe a half dozen one shots and you have a full, 20 level campaign. Suddenly, campaign design looks a whole lot easier to me. Agree 100% I guess my point is to instead detail out the shark reef as an adventure and then come up with a way to link that to the adventure before it and after it. Or, make the adventures recursive enough that you could do the adventure after it and come back to Shark Reef. When I said not buying into the campaign, I was perhaps stating things too strongly. But, think of it this way, the original hook is heading into the jungle to investigate the disappearance of the Chieftain's daughter. The players turn to you and say, "Naw, we want to build a raft and sail around the island." To me, that's not buying in to the campaign. Now, hopefully, the campaign arc would include more than these simple examples. Hopefully, as I mentioned before, you could make the adventures recursive so you could part of A then part of B, followed by going back to A then off to D, finding D too hard and moving back to C and so on and so forth. [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
*TTRPGs General
Why Worldbuilding is Bad
Top