Analyzing the PAX 2014 D&D Live Game

Minding my own business last week, I was passive-aggressively challenged by Mike Shea of Sly Flourish to return to my roots and perform an analysis on the latest installment of Dungeons & Dragons played by the members of Acquisitions Incorporated. My first blog post back in 2011 was an analysis of the Penny Arcade/PvP podcast to track the duration of combat in 4th Edition D&D. I followed this up with another analysis of a later combat encounter in the Penny Arcade/PvP podcast series. In those posts, I was able to add meaningful data to the (then) ongoing discussion about the length of combat in 4th Edition. Mike figured it made sense to task me with using the same technique to investigate combat in 5th Edition.

I had not yet watched the PAX 2014 Live Game of Dungeons & Dragons featuring Jerry Holkins, Mike Krahulik, Scott Kurtz, and Morgan Webb of Acquisitions Incorporated. They were joined by a special guest, Patrick Rothfuss, and dealt with whatever Dungeon Master extraordinaire, Chris Perkins, threw at them. For those that have not yet watched the video, the two-plus hour session is below, and it is wonderfully entertaining!

Below, a description of the method used to code the first combat encounter featured in the PAX 2014 Live Game is given, and then data from that analysis is organized and discussed. Analyzing the session resulted in several intriguing questions including the surprising basic inquiry: Is the group playing Dungeons & Dragons?

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Combat Encounter Analysis: Penny Arcade/PvP Podcast Series Enters “The Dungeon”

Introduction

I recently listened to an episode of the DM Roundtable Podcast and someone – can’t remember who – suggested that if you do not see the type of information you are looking for, don’t complain and go create it. I had not heard the podcast until this past week, but the message therein is what drove me to start this blog. I had been lurking around online reading other blogs and absorbing information, but I felt something was missing. I felt like I had a voice to contribute, and it culminated with my dissatisfaction during the wrangling about combat speed in Dungeons & Dragons 4th Edition . . . which continues to this day.

Many opinions had been offered and numerous useful suggestions were outlined to speed up play, but I never saw anything approaching scientific data about how combat encounters transpire. Motivated by the notion that other people might be curious about the same information, I started The Id DM and my first post was an analysis of a combat encounter from Season 2 of the Penny Arcade/PvP Podcast series. The post is – by far – the most successful article I have written in the short life of the site. It was always my intention to continue analyzing the podcast series, and I was finally able to return to the project recently.

I had the pleasure of piloting a new method for tracking combat encounters, and I hope to discuss that system in a separate post in the near future. In the meantime, I picked up where I left off in the last analysis and coded the time in the next encounter, The Dungeon, in Season 2 of the Penny Arcade/PvP Podcast Series.  After a brief review of my methodology, I present the results below.

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