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Random Encounters

Commentary and observations on subjects of interest to gamers...or not

Sunday, April 23, 2006

The WotC "Delve Format"

Last month the WotC Design & Development column introduced the "Delve Format". I won't go into detail about it here since you can read about it at the link. Some people have lamented the idea because it suggests to them that 4th Edition is going to be a miniatures-based game and this is the evidence. I think that's a little premature since the article itself says that the actual published format will be different and the samples shown are from what they used at GenCon.

In any case, I think the idea is great and makes me wonder why this was never done sooner? Give the DM everything they need for a room/encounter right there. Seems like a no-brainer to me. Referring to this as a "user interface" probably has some people freaking out as well for whatever reason (as if some people on Web forums need a valid reason to freak out). Granted, it is a little wasteful paper-wise since you're reprinting material that you have elsewhere. But if you did this in, say, a PDF or with some sort of software, and the DM is using a computer at the gaming table, then it's perfect.

It's partially similar to how I prepare my homebrew adventures - I don't draw out the maps, I do the layout with MasterMaze pieces and then take pictures from overhead with my digital camera. The next natural step would be to do what WotC's doing.

There may be an issue with the room layout representing a "moment in time" rather than a "living, organic setting", but who cares? That's how a lot of the old Judges Guild stuff was made and people liked that. And, at least in the case of an old-fashioned dungeon crawl, why do you need more than that? Let's face it - each room or encounter has one purpose, and that's to engage the party at that moment in time. Once the encounter is over, it's over. So rather than waste time on an intricate rationale for a room with a backstory and whatnot, find a moment in time for the inhabitants of that room/area, freeze it, and present that during the game.

Not sure if that makes sense. And I'm not speaking out against depth - I'm simply stating what's practical in most situations.

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