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General Tabletop Discussion
*Dungeons & Dragons
Worlds of Design: Why Buy Adventures?
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<blockquote data-quote="pemerton" data-source="post: 9465308" data-attributes="member: 42582"><p>Another comment on this - the most important respect in which any sort of D&D (even 4e) needs prep is NPC/creature stat-blocks, for resolving combat. But every version of D&D takes care of this prep in advance, by shipping with a Monster Manual (or monster section, or monster booklet, or whatever).</p><p></p><p>There's undoubtedly a very common contemporary approach to D&D play that does rely on further prep than just statting up combat opposition - the pre-plotted adventure approach. As I'm sure you know from my posting history I personally don't enjoy that sort of D&D, and that's why I'm talking about other approaches I've used to play D&D.</p><p></p><p>There is another approach to D&D that is probably less common than it used to be, but is also prep-intensive - the map-and-key dungeon. Other than the odd ad hoc session here and there, I haven't done that with D&D in a serious way for a few decades, <em>except</em> for a few "dungeons" that I wrote up for 4e, although even those weren't really dungeons in the classic sense. They were more like devices for managing scene framing.</p><p></p><p>These days I am doing some more exploration-oriented dungeons, but using Torchbearer 2e, not D&D, as my play vehicle. And those do take me some time to write up (or to convert, when I'm converting them from D&D or RM).</p></blockquote><p></p>
[QUOTE="pemerton, post: 9465308, member: 42582"] Another comment on this - the most important respect in which any sort of D&D (even 4e) needs prep is NPC/creature stat-blocks, for resolving combat. But every version of D&D takes care of this prep in advance, by shipping with a Monster Manual (or monster section, or monster booklet, or whatever). There's undoubtedly a very common contemporary approach to D&D play that does rely on further prep than just statting up combat opposition - the pre-plotted adventure approach. As I'm sure you know from my posting history I personally don't enjoy that sort of D&D, and that's why I'm talking about other approaches I've used to play D&D. There is another approach to D&D that is probably less common than it used to be, but is also prep-intensive - the map-and-key dungeon. Other than the odd ad hoc session here and there, I haven't done that with D&D in a serious way for a few decades, [I]except[/I] for a few "dungeons" that I wrote up for 4e, although even those weren't really dungeons in the classic sense. They were more like devices for managing scene framing. These days I am doing some more exploration-oriented dungeons, but using Torchbearer 2e, not D&D, as my play vehicle. And those do take me some time to write up (or to convert, when I'm converting them from D&D or RM). [/QUOTE]
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