So, for the past four weeks I’ve been running D&D Encounters at my FLGS (Friendly Local Gaming Store). For those of you who aren’t familiar, feel free to visit the D&D Encounters Website over at WotC.
In a nutshell, D&D Encounters is to D&D what Friday Night Magic is to Magic: The Gathering. It’s an organized play event. Unlike the RPGA, however, which has historically been the organized play vehicle for D&D, this program is designed to be run over a couple of hours each session.
Each session consists of a single encounter. Five weeks’ worth of encounters comes to a chapter. Three chapters make up the season (which in this case runs through the summer.
The current D&D Encounters season takes place in the world of Dark Sun, Athas. I’ll say more about that another time, but let me just note that I’m really digging the new incarnation.
Anyways, I’ve had a blast running these four sessions (we started a week late and doubled up two of the encounters). The fluid group is an interesting concept, but one that works in this format. For me as the DM, it truly doesn’t matter who’s in attendance (as long as there are three or so players, I’m good.)
Here are some of my general observations on the format:
- I like being able to play D&D during the week. The 1-2 hour format makes that possible.
- Because of those time constraints, it’s hard to get in any role-playing, which is a downside for me.
- The format is an amazing vehicle for explaining D&D 4E rules to new players.
- That process – explaining D&D 4E rules to new players – has shown me just how streamlined 4E is, even two years in.
- The format encourages a more mixed crowd. I’ve had dudes as old as 40 and chicks as young as 23.
- The D&D Encounters materials are wonderful. I’m impressed with the quality (and sufficiency) of the maps, as well as the adventure design.
So, for those of you playing D&D Encounters: What do you think?

{ 1 comment… read it below or add one }
I only played one Encounters session, and it was my first in-person exposure to 4E. I’d heard lots about 4E, both good and bad, but this gave me a chance to begin drawing my own informed conclusions. I’ll second Bob’s statement that Encounters serves as a great way to introduce new players. I also agree that the lack of role-playing time is a bit of a downer; that said, it’s understandable and appropriate given the format and intended audience.
The fluid group idea was the deal-breaker for me; specifically, the fact that you really had no control over who was at your table. In my particular case, there was one chap at the table whose personality just grated me and put a damper on the whole experience. Granted, it’s not the game’s (or the format’s) fault, but it was enough to help me conclude that Encounters wasn’t for me.
Now for what I *liked* about Encounters. If any of you are like me, you probably only know a handful of people who play, and an even smaller handful who are willing to commit to a new group. Encounters really delivered for me in that regard, because it’s not only a great vehicle to introduce new players to the game, it’s also a great vehicle to introduce players to one another. My first (and only) encounters session led to the formation of a brand new ongoing 4E group, with players I’d never known prior to Encounters.