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I like encounters that are a problem with a problem throwing
problems.
Wait! Hear me out.
Okay, let's assume we're talking about a classic monster
encounter that at least has potential to be antagonistic, and think of it this
way instead:
- The
encounter poses a defining problem to the players (the troll is blocking
our route into the deeper caves)
- The
encounter has personal problems of its own (the neighbouring
kobolds are making a racket, disturbing its hibernation)
- Engaging
with the encounter causes dynamic problems that need responding to
(you cut off the the troll's head but it gradually begins to grow back.
The tiny head starts barfing acidic bile around the room, what do you do?)
Defining Problems
This is the reason for tension in the encounter. Why is this
thing a problem at all, rather than just something existing alongside you?
Monsters blocking the way is obvious, but you might have encounters that are
working against you in less obvious ways (this goblin is following us around
but we don't know why).
Personal Problems
This is the "why" of the encounter, flipped to
their perspective. It can be blunt, like a Beholder that finds themselves
disgusting at all other beings, or more complex, like a golem that's been bound
into performing a likely impossible and very specifically worded task.
Dynamic Problems
These are the turn-by-turn problems that usually emerge if
things turn to combat. It's a solid rule of thumb to have each round of combat
feel different to the last somehow, and good encounters give you the tools you
need to do this without too much forced-feeling improvisation. Remember, the
point of these is to create interesting "what do you do?" moments for
the players, so things like winding up for a huge attack are often more
interesting than the attack itself.
Standard Caveat
As with all of these guidelines, I wouldn't hold myself to
following them to the letter 100% of the time. Maybe that Black Pudding doesn't
need to have a personal problem... but at the very least it's useful to think
about its wants and needs, however simple, and keep them in mind when running
the encounter. Sometimes "hungry, drawn to warm flesh" is more than
enough.
What Would Monster Do? (If the monster existed for something other than to be a problem for the characters)
ReplyDeleteDo you have an expectation that the Why is supposed to perform some duty in play? Or is it just there for verisimmilitude?
ReplyDeleteThe pudding might be appeased by giving it an animal; the troll by solving its goblin problems. Are these just examples that you happen to like, or is your intent that the Why should always adds more levers for the players to pull?