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2 years ago ::
Feb 13, 2011 - 1:55PM
#21
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Date Joined:
May 22, 2009
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Encounter 1. The PCs are guarding a caravan as it crosses a stream. Why are they all standing in a clump and watching? Next time I guard a caravan, I will be clamoring to start outside the penalty box.
This is one of those areas where the designer cannot win. If you do not put some sort of starting area on the map (and even if you take the time to describe it in the text), DMs complain that they do not know where the characters are supposed to be. But when you do place a starting area on the map, inexperienced DMs force the players to begin in that area.
The best way to overcome this problem is to help the DM to become a better DM. Take them aside after the game and explain that starting areas on maps are generally just guides. Rather than force the PCs into the box when battles begin, ask the DMs if they can allow the PCs to show the DM where they would have been positioned, considering they were guarding the last of the caravan crossing the stream.
This is an age-old problem that can only be solved through education and experience, not through anything that can be added to or subtracted from the adventure.
Regards,
As one of those inexperienced DMs I think that's a cop out. You've abrogated your responsibility as an author of adventures. It shouldn't be up to the players to confront the DM. How hard can it be as an author for you to put a note in your adventure that player starting positions on the map are to be used as guidelines, not hard and fast rules? That's exactly the kind of information that would help us to become better DMs.
- Rico
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2 years ago ::
Feb 13, 2011 - 3:15PM
#22
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Date Joined:
Jun 18, 2003
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Encounter 1. The PCs are guarding a caravan as it crosses a stream. Why are they all standing in a clump and watching? Next time I guard a caravan, I will be clamoring to start outside the penalty box.
This is one of those areas where the designer cannot win. If you do not put some sort of starting area on the map (and even if you take the time to describe it in the text), DMs complain that they do not know where the characters are supposed to be. But when you do place a starting area on the map, inexperienced DMs force the players to begin in that area.
The best way to overcome this problem is to help the DM to become a better DM. Take them aside after the game and explain that starting areas on maps are generally just guides. Rather than force the PCs into the box when battles begin, ask the DMs if they can allow the PCs to show the DM where they would have been positioned, considering they were guarding the last of the caravan crossing the stream.
This is an age-old problem that can only be solved through education and experience, not through anything that can be added to or subtracted from the adventure.
Regards,
As one of those inexperienced DMs I think that's a cop out. You've abrogated your responsibility as an author of adventures. It shouldn't be up to the players to confront the DM. How hard can it be as an author for you to put a note in your adventure that player starting positions on the map are to be used as guidelines, not hard and fast rules? That's exactly the kind of information that would help us to become better DMs.
Perhaps you are correct. I do not want to speak for Rodney, but as an adventure author, you often have a very limited word count. I would hate to have to use part of that valuable word count to say over and over again: "The starting position is just a guide. Let the players start wherever they want." I would much rather learn it once as a DM, and then forever understand that D&D is a game where the adventure, the DM, and the players have equal rights and responsibilities in making the game fun.
And I did not mean to imply that anyone should "confront" a DM. Try this. After the game, when the other players aren't around, say to the DM, "Hey, that was a great game. You really did a great job. I loved it when [fill in the blank.] That combat would have been a little more realistic if we hadn't have been forced to start right in the square. I was discussing DMing on a forum the other day, and there was a great discussion about how using those 'PCs Start Here' boxes are really just guides."
Most DMs I've played under love to talk about things like that, as long as it is done in good faith and with tact. And it is probably better for everyone to just address the issue now rather than having it happen 12 more times. :-)
Thanks for the discussion. We all are or were inexperienced DMs once, so its these learning experiences that make us better. I hope you enjoy the games.
Regards,
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2 years ago ::
Feb 13, 2011 - 3:36PM
#23
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Date Joined:
Jun 30, 2005
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How hard can it be as an author for you to put a note in your adventure that player starting positions on the map are to be used as guidelines, not hard and fast rules? That's exactly the kind of information that would help us to become better DMs.
Almost the entire module is a guideline. DMs should feel free to alter parts of the module to make sure they're satisfied with what they're running. Underscoring that in the module could eat up a lot of space.
At the time, I just kind of went along with what the DM was doing, but afterwards, I wish I had spoken up. If my PC is guarding the caravan, I ought to get some say in how we're guarding it. Although now I have the perfect excuse! "Remember that fracas last time? Poor woman got her blood sucked out in 6 seconds flat. I don't want that to happen again, which is why we're reorganizing the wagons."
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2 years ago ::
Feb 13, 2011 - 4:13PM
#24
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Date Joined:
May 22, 2009
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Encounter 1. The PCs are guarding a caravan as it crosses a stream. Why are they all standing in a clump and watching? Next time I guard a caravan, I will be clamoring to start outside the penalty box.
This is one of those areas where the designer cannot win. If you do not put some sort of starting area on the map (and even if you take the time to describe it in the text), DMs complain that they do not know where the characters are supposed to be. But when you do place a starting area on the map, inexperienced DMs force the players to begin in that area.
The best way to overcome this problem is to help the DM to become a better DM. Take them aside after the game and explain that starting areas on maps are generally just guides. Rather than force the PCs into the box when battles begin, ask the DMs if they can allow the PCs to show the DM where they would have been positioned, considering they were guarding the last of the caravan crossing the stream.
This is an age-old problem that can only be solved through education and experience, not through anything that can be added to or subtracted from the adventure.
Regards,
As one of those inexperienced DMs I think that's a cop out. You've abrogated your responsibility as an author of adventures. It shouldn't be up to the players to confront the DM. How hard can it be as an author for you to put a note in your adventure that player starting positions on the map are to be used as guidelines, not hard and fast rules? That's exactly the kind of information that would help us to become better DMs.
Perhaps you are correct. I do not want to speak for Rodney, but as an adventure author, you often have a very limited word count. I would hate to have to use part of that valuable word count to say over and over again: "The starting position is just a guide. Let the players start wherever they want." I would much rather learn it once as a DM, and then forever understand that D&D is a game where the adventure, the DM, and the players have equal rights and responsibilities in making the game fun.
And I did not mean to imply that anyone should "confront" a DM. Try this. After the game, when the other players aren't around, say to the DM, "Hey, that was a great game. You really did a great job. I loved it when [fill in the blank.] That combat would have been a little more realistic if we hadn't have been forced to start right in the square. I was discussing DMing on a forum the other day, and there was a great discussion about how using those 'PCs Start Here' boxes are really just guides."
Most DMs I've played under love to talk about things like that, as long as it is done in good faith and with tact. And it is probably better for everyone to just address the issue now rather than having it happen 12 more times. :-)
Thanks for the discussion. We all are or were inexperienced DMs once, so its these learning experiences that make us better. I hope you enjoy the games.
Regards,
I appreciate that you often have word count limits. But you don't have to state it over and over in each encounter. One sentence in the introductory section of the module stating, "Note, PC starting areas are just a guideline. Feel free to modify it." would be sufficient.
How hard can it be as an author for you to put a note in your adventure that player starting positions on the map are to be used as guidelines, not hard and fast rules? That's exactly the kind of information that would help us to become better DMs.
Almost the entire module is a guideline. DMs should feel free to alter parts of the module to make sure they're satisfied with what they're running. Underscoring that in the module could eat up a lot of space.
As I stated above, it wouldn't have to eat up a lot of space. I'm talking about one sentence to help inexperienced DMs.
- Rico
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2 years ago ::
Feb 13, 2011 - 7:53PM
#25
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- Dragon Slayer
- If only he would apply himself
- Dammit Jim, this is Star Trek, not D&D!
Date Joined:
Jan 31, 2006
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It is a tough issue. Shawn and I have debated this before on the LFR forums.
On the one hand, it is true that you can't cover everything and that DMs should exercise judgment. Usually, the starting position won't hurt much and just helps as a guide. Even if forced, it is seldom a big deal.
On the other, sometimes it is a really big deal. It is because of this that I lean toward authors being specific. If the box is optional, I think authors should say that. The reason is that some encounters really need the box. I've written plenty of adventures where the challenge level is based on the monsters getting a bit of benefit due to the PCs' starting positions. I think writing "they must start in the box" when there is a box is more than a bit strange. I think it is better to do the converse and mention it is optional (or, in an adventure, say up front it is optional unless an encounter says otherwise and then note the exception).
The safest bet is that DMs will implement the box, so I think authors should make that default assumption.
All of that said, a fun game is the responsibility of the DM. There are countless ways in which the game can stray from fun and the DM should worry about that more than what the author did or did not clarify. If the box hammered the PCs and ended up being unfair and un-fun, then take the next round to have the foes move around and do imperfect things. Once the fun has reset, go back to more optimal tactics. It can be surprising just how awesome it is when the monsters carpet-bomb the PCs and then take a round to high-five each-other! The players and their PCs will be angry as all get out, but then get to settle the score and the RP as that happens can be fantastic. There aren't that many ways to make a fight feel "personal" and that can actually be one of them.
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2 years ago ::
Feb 14, 2011 - 4:42AM
#26
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Date Joined:
Jun 18, 2003
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It is a tough issue. Shawn and I have debated this before on the LFR forums.
On the one hand, it is true that you can't cover everything and that DMs should exercise judgment. Usually, the starting position won't hurt much and just helps as a guide. Even if forced, it is seldom a big deal.
On the other, sometimes it is a really big deal. It is because of this that I lean toward authors being specific. If the box is optional, I think authors should say that. The reason is that some encounters really need the box. I've written plenty of adventures where the challenge level is based on the monsters getting a bit of benefit due to the PCs' starting positions. I think writing "they must start in the box" when there is a box is more than a bit strange. I think it is better to do the converse and mention it is optional (or, in an adventure, say up front it is optional unless an encounter says otherwise and then note the exception).
The safest bet is that DMs will implement the box, so I think authors should make that default assumption.
All of that said, a fun game is the responsibility of the DM. There are countless ways in which the game can stray from fun and the DM should worry about that more than what the author did or did not clarify. If the box hammered the PCs and ended up being unfair and un-fun, then take the next round to have the foes move around and do imperfect things. Once the fun has reset, go back to more optimal tactics. It can be surprising just how awesome it is when the monsters carpet-bomb the PCs and then take a round to high-five each-other! The players and their PCs will be angry as all get out, but then get to settle the score and the RP as that happens can be fantastic. There aren't that many ways to make a fight feel "personal" and that can actually be one of them.
Yep. Like I said, it is a no-win situation. My personal preference is to not supply a start box at all. Describe the scene in the adventure, and then let the DMs and players work out the starting positions on their own, as it should be anyway. That's how I do it as a DM, and that's how I prefer it as a player. If there is potential confusion, I like to put "PCs Approach from this Direction" on the map instead of a box.
Another thing I do as a player is never place my mini on a map until I know the situation. If someone else tries to put me on the map, that is my cue to say to the DM, "Could you describe the situation?" :-)
Regards,
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2 years ago ::
Feb 14, 2011 - 12:32PM
#27
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Date Joined:
Aug 17, 2007
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I just dont think an author has any realistic chance of guessing what a DM will end up needing as there is simply too much variation. As such a lot of things might end up in the "I don't understand why it is so hard to add X to the adventure" category for person A, while person B never misses it. Wordcount and other realities force choices and you are bound to find some stuff missing that you would have considered mandatory or nice to have. To me, the awesomeness of a thread like this is that all the stuff you may want or need can be had in the form of advice from others and/or answers from the author. Even if sometimes it comes late(r) its all extra stuff to put in the personal DM's toolbox. In the end I will make te call as a DM, but not having to do that blind is a great advantage and imho improves my DM skillset. Oh and Rodney? Good stuff  I am enjoying the read and looking forward to see where they players take it.
To DME, or not to DME: that is the question: Whether 'tis nobler in the mind to suffer The slings and arrows of outrageous powergaming, Or to take arms against a sea of Munchkins, And by opposing end them? To die: to sleep;No more;
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2 years ago ::
Feb 14, 2011 - 2:08PM
#28
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I am really looking forward to running The Phantom Brigade in the weeks to come: so many great RP opportunities! As a 40-something gamer I especially appreciate the nods to the original Ghost Tower! (My old group always remembered it as the module with the "Magic Shop" ;-) Potential Minor Spoiler details follow. Question
Show
I know you did not control this issue, but I do have an observation about some of the maps. Maybe I am missing something, but a couple of the maps are not 1-inch scale. Specifically a snow map and some of the Tower surrounding maps are smaller than 1 inch. I like to use the battle maps as a base and add 3d terrain pieces, but these maps are a bit small. Were they intended to be built at the table to allow for some variation I missed in my initial skim?
Inconsistency and procrastination...in practice.
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2 years ago ::
Feb 15, 2011 - 9:26AM
#29
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Date Joined:
Feb 26, 2007
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Encounter 1. The PCs are guarding a caravan as it crosses a stream. Why are they all standing in a clump and watching? Next time I guard a caravan, I will be clamoring to start outside the penalty box.
We put the "starting area" box in there as a guideline to help the DM. If the DM wants to rule otherwise, that's fine by me--especially given that the heroes have had ample time in the adventure to interact with the caravan, and make decisions about where they're going to be traveling in relation to the other members of the caravan.
The reason there's no sentence on "Hey, it's OK to change things" is because I assumed that's a part of D&D as a whole. D&D Encounters is supposed to be playing D&D with friends, not a rigid experience where the DM MUST run things according to our dictates or be lined up by a firing squad. As with all D&D games, it's the DM's prerogative and privilege to make changes to the details of the adventure to make it more fun.
Rodney Thompson Tabletop Games Manager Dungeons & Dragons R&D Wizards of the Coast Follow me on Twitter: wotc_rodney
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2 years ago ::
Feb 15, 2011 - 9:27AM
#30
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Date Joined:
Feb 26, 2007
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For Session 5, are the PCs supposed to be at level 2? And Session 9, are the PCs supposed to be at level 3?
I designed the encounters based on those assumptions, yes, but that doesn't mean you should artificially level someone up. I think it's perfectly fine to have a mixed-level party, even at this level, because I think that the difference between a level 1 character and a level 3 character is only significant in their hit points.
Rodney Thompson Tabletop Games Manager Dungeons & Dragons R&D Wizards of the Coast Follow me on Twitter: wotc_rodney
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