Paradigm Concepts

 
 FAQFAQ   SearchSearch   MemberlistMemberlist   UsergroupsUsergroups   RegisterRegister 
 ProfileProfile   Log in to check your private messagesLog in to check your private messages   Log inLog in 

Crawls and details

 
Post new topic   Reply to topic    Paradigm Concepts Forum Index -> The Grand Design
View previous topic :: View next topic  
Author Message
Njal Val'Assante



Joined: 12 Jun 2007
Posts: 208

PostPosted: Mon May 23, 2011 7:37 am    Post subject: Crawls and details Reply with quote

When it comes to Crawl mods, how much is too much? Would 6 combat encounters be too many? 8? Should there be a lot of RP opportunity written into Crawls to offset the combat, or would you rather a straight hack/slash/eep! Trap! perspective?

Regarding details, again, how much is too much? Especially in as immersive a world as Arcanis, is there a point of too much detail with regards to little things that the majority of the people playing will never discover?

Opinions? Thoughts?
Back to top
View user's profile Send private message
hustonj



Joined: 30 Jun 2010
Posts: 1080

PostPosted: Mon May 23, 2011 12:03 pm    Post subject: Reply with quote

It depends on whether people are supposed to expect to finish or not.

It depends on what the author does to "ramp up" the difficulty.

If each fight is supposed to take 30~45 minutes of real-world time to play through, and people are expected to FINISH the module in a 4 hour block, well, there ya go. I think you can do that math. 4 fights would mean there's not much time left to initiate or conclude the module, let alone include any skill challenges or puzzles.

Two fights where the story specifically does not provide the players time to rest and recuperate between the fights, meaning they start the second one still down any Stamina they used during the first one will make the second fight much harder than the opponents themselves will. If you put three in a row that way, you should expect a great many tables will simply fail to win their way through all three fights.

A traditional "dungeon crawl" saves some time for a skill challenge or puzzle, whether it is the trapped and locked doors you have to get through in order to enter the secret escape passage into the enemy castle, or the ability to evade an encounter which would otherwise create a no-rest double combat.

If you provide more dice chucking opportunities (the thing that most typifies a crawl adventure) than the majority can fit into the expected run time, then ANY details you try to cram into the module will simply be missed by people who are racing the clock.

Everything comes down to what can people reasonably expect to accomplish in the time frame you expect the module to take to complete, or do you expect people not to ever complete it?
_________________
Valeriano Innocenzo Camillo de Larissa la Galletti
San Antonio, Tx-based Harvester
Jeff Huston
huston.harvester@cox.net
Back to top
View user's profile Send private message
Display posts from previous:   
Post new topic   Reply to topic    Paradigm Concepts Forum Index -> The Grand Design All times are GMT
Page 1 of 1

 
Jump to:  
You cannot post new topics in this forum
You cannot reply to topics in this forum
You cannot edit your posts in this forum
You cannot delete your posts in this forum
You cannot vote in polls in this forum


Powered by phpBB © 2001, 2005 phpBB Group
Protected by Anti-Spam ACP