Basic Principles for Successful Adventuring, Part II

Basic Principles for Successful Adventuring, Part II

Our intrepid adventurers are prepped and ready to set off in search of fame and fortune. But before fighting their first evil monster, there are a couple of new principles to implement. As I stated in Part I, some of these are common sense but worth repeating since players always seem to forget. Others had more applications in the earlier editions, but that doesn't mean you should practice them.

Make Lists and Take Notes

Such a simple yet crucial idea. When you write down the things you think about before beginning your adventure, you'll have them at your fingertips when you need them. This is especially important for new players. We had a guy at our table playing for the first time. After the first couple of sessions, we scribbled “Cast hunter's mark FIRST” on a post-it note and stuck it on his computer screen. It worked. He was happy he got to roll more dice, and we didn't want to strangle him.

No one can be expected to remember every detail, whether it be an individual's name, the little shop's location in the dark alley, or any other piece that could be relevant later in the campaign. Designating someone in the party to take notes can save you a lot of guessing or dice rolling later. We even do a little recap using our campaign notes from the previous session as a refresher. It's been incredibly beneficial.

There are several other benefits. It can be something as simple as a reminder to capture and question a bad guy instead of always killing them. If you don't think anyone has a high enough Intimidation or Persuasion score to get the information you desire, make a note to have charm person or zone of truth prepared. Have a list of your magic items front and center. We often get so wrapped up in using our fancy weapons or blowing things up with a necklace of fireballs that it's easy to forget what we view as lesser items. Knowing that you have a pouch filled with dust of disappearance could be the difference between living to fight another day or a TPK.

Travel Fast and Safe

Travel is underrated and underutilized in the 5th edition. You're not always going to be able to teleport to your destination, and a savvy DM can use your trek across the continent to set up some fun encounters that may be required for your quest. If your DM read our article on travel, they may have picked up a few pointers on how to make it enjoyable. It could take days or weeks for you to get from point A to point B, and a lot can happen in between.

Try not to get distracted by the empty hut or wander from your path. I'm not saying you should investigate whatever you may run across, but don't dally. In the 1st edition, there was no spell component pouch, so the wizard needed to search for their spell materials. This was usually done on the trip to the dungeon. Depending on how they rolled, you could spend days looking for the bat guano needed to cast fireball.

Knowing the difference between something important and a red herring is essential. A random encounter may spice things up a bit, but don't spend an hour after slaughtering the pack of kobolds examining their bodies or following their tracks. Take the loot, a short rest if needed, and get back on the road. Things are usually there for a purpose but do not get bogged down trying to examine every little detail. Get what you need and move on.

When you finally get to your dungeon destination, remember to travel safely once inside. Determine your marching order ahead of time and stick to it. Check for traps. While poison darts and the old pit trap are woefully underused now, you never know when the DM will incorporate one, usually to amuse themselves. Put your ear up to all doors and listen before barging in. If you know that there are creepy crawlies wandering around, Stealth. The fighter wearing plate mail may fail repeatedly, but it doesn't hurt to try. This also leads us to our next principle…

Draw Maps

Player map drawing is a lost art. We automatically assume that our characters will always know where they are going. This is a fallacy. When you spend days wandering through a dungeon or cave, you are bound to forget whether you came through the left or right door in the third room on the first floor you passed through 4 days ago. If you're playing a city adventure, don't tell me you know where every location you need is. I still get turned around in Indianapolis and have lived here for 17 years. Admit it. Without Google Maps, we'd all be lost most of the time.

Drawing maps is fun, or at least I think it is. I enjoy going old school, pulling out some graph paper and pencil to map out where we have been. Now I know room dimensions, where encounters happened, passageways not explored, and most importantly, how to get the hell out of there. If I'm being chased, I can run quick like a bunny for the exit. If I can't make it there before the bad guys catch up to me, I also know which rooms I can set up an ambush in or doors I can quickly secure with my trusty caltrops.

Don't split the party.

Do I need to talk about this? Yes, I do. It is rule number 1 of adventuring, and players, myself included, break it all the time. When you reduce your party's fighting power, even the most uncomplicated encounter can turn deadly quickly.

Next week we'll discuss the basic principles during combat. As always, please share your thoughts or what you liked, I may have missed, and what you would add in the comments below. Any and all constructive criticism is appreciated.

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Basic Principles for Successful Adventuring, Part III

Basic Principles for Successful Adventuring, Part III

Basic Principles for Successful Adventuring

Basic Principles for Successful Adventuring

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