Sunday, November 25, 2012

Compelling Encounter Design Part II : Finer Details

Recap from Part I

Previously we mentioned on what makes Encounters interesting, and then in broad sweeping strokes, about :
1) Settings & Encounters : how interesting Encounters are dependent on Settings
2) Letting your Players In on Consequences : putting Consequences in and ensuring that the Players know about them
3) Motivations, Roleplay & Creating Empathy : understanding Motivations sufficiently and using Roleplay to draw them out.

Now in this Part II, we move on to more Finer Details :

4) Victory Conditions & Multiple Endings

The first thing to note is that there are no explicit Defeat Conditions. Failure to achieve an objective does not mean Failing the Encounter, but likewise it means there is no Total Victory.

Unless you are running a Lair Assault of some kind, generally in a Campaign an Encounter should have only 1 "mandatory" condition which lets the story continue, and that is so long the Party does not TPK. Everything else can be made Optional, even if it may result in failure or interruption of the Quest.

Other Victory conditions might relate to the following types.

a) Fixed Objectives : Objectives where either the Party succeeds or they don't.
Capturing or Killing the Villain. You either do it or you don't, it is typically as simple as that. Likewise, when rescuing a Hostage, you either Succeed or you don't.

b) Progressive Conditions : Conditions where the situation gets worse, making the fight more difficult or reducing the Benefits in the case of a Win. Note that a Progressive Condition need not be something the Characters act upon ,though perhaps they might be able to act on it. It could be as simple as how quickly they finish off the fight determines how well they Win.
An example might be fighting while a fire billows around the environment, after the 4th round everyone takes 5 fire damage every round. If the Characters triumph before the 6th round they have time to loot, otherwise they are forced to evacuate without any loot. Another might be where there are 7 hostages, and each round the Golem kills a hostage. The more hostages survive, the more Reputation and Rewards the party gets. However, a Player can take the place of a fallen Hostage, and in return gets hit by the Golem instead.

c) Stage Based Objectives : Achieving the Objective helps to make the Next Encounter easier. Example is if the Party can defeat an Enemy this round and take his Device, they might be able to control the traps in the room making the next Encounter involving Waves of Guards rushing in relatively easy to defeat. Another Example is if they manage to retrieve the Tome from the fire before it burns completely, they may find a Ritual that makes the next Part of the Quest easier.

d) Aiding Objectives : Objectives that when achieved make the Encounter less hard than original. A Classic Example include disarming a troublesome trap that does more damage every round. Another example involves defeating Ritualists that channel Energy into the Main Enemy, making that Main Enemy weaker each time they manage to destroy one.

e) Reinforcement Objectives : These Objectives prevent the Enemies from adding to their numbers and making the fight stretch on.
An Example involves 2 Guards arriving from a Door every Round, and managing to kill off the Door Warden and then lets you close and lock it, so more Guards cannot arrive. Another Example is preventing Wraiths from killing Guardsmen and Civilians, since those who are slain rise as another Wraith the following Turn.

f) Puzzle Solving : These are Puzzles that may be required in order to harm the Enemies. The difference between a Trap and a Puzzle is that it involves thinking by Players rather than Characters passing Skill Checks. Skill Checks can however still be used to provide helpful information to the Players.
An example would be a Combination, Tile-triggered Lock where the Characters have to occupy the triggering squares in a certain sequence, or they all take damage.

g) Bonus "RP" Objectives : These are objectives that make sense to the Setting, and if they succeed they get even more Reputation and/or Rewards, or even do nothing but give Players the sense of Satisfaction.
A real example is a large Orc Warband outnumbering the Heroes attacking a village at night, and the Heroes face them off amidst Village huts with slumbering Villagers. The Heroes could take them out piecemeal while the rest burned huts and slaughtered civilians, or charge them to protect the Villagers but in the process take a lot of punishment and risk a TPK.
The freedom of choice in this Example can really create Player satisfaction, and shows that RP is not just in talking, it is also shown in Action in an actual, potentially lethal Encounter.

h) Alternate Win Objectives : These objectives might involve the Players trying to do something else that can end the Encounter completely. The most classic example involves trying to unlock a Door or Gate so they can leave the Enemies behind, or slam the door shut behind them. Another example would involve trying to convince a group of attacking Constables that they were framed and are innocent.

In general, avoid too many Victory Conditions at one time. There should be no more than 2 of these every Encounter, although negotiating a Truce in the middle of a fight can be a suitable Roleplay Tool. Note also that Skill Checks are meant to be flexible, and you can change the required Action so that it is appropriate. In the above Example of negotiating a Truce with the Constables, you might limit it to 1 check per Minor Action, or else the process of communicating is but a Free Action.

Three-Way fights are a special category that fall into many of the categories, notably b) d) g), and I've run them many times and found them enjoyable, memorable and sometimes cumbersome affairs. They are also very fun to RP around, especially if the Characters are trying to convince Soldiers to listen to them, against the instructions of their Officer. I will touch more on these later in Running an Encounter.

When planning, remember that the Characters can and will likely fail one or more Victory conditions. Plan for contingencies so the story can continue, or how to elegantly end off the Quest. Have Multiple Endings in mind, and if there are a lot of Victory Conditions you can list separate outcomes for separate conditions, and how they interact.

As a natural part of Encounter planning, I encourage everyone to also plan for a TPK. This is a good policy, so that even if you know there is NO WAY the story can continue if the Party TPKs - for example if they are defeated by a horde of hungry wolves - at least you, the DM, are mentally prepared to end your Campaign there and then, or to pull out a Deus Ex Machina (I discourage these, but oh well) just so the story can continue after Failure.

5) Mechanics & XP Budget

For things related to Skill Checks , I prefer to use Easy to Moderate DCs if it involves everyone, or Hard DCs if the only likely Character to attempt is one who is actually good at it, for example the one trained in Thievery disarming a Trap.

Assuming it is a full Encounter, I recommend avoiding Skill Challenges that use up Standard Actions. Typically the simplest involve 4 Successes, and if this involves a Player sacrificing Standard Actions every round, he may feel penalised for being good at the Skill and not being able to participate in the Encounter proper.

For interactive RPs, I don't prescribe to a certain number of Successes or Failures. If the Heroes say the right things, they make a Roll (or sometimes they auto-pass if it is the truly right thing to say), and when I think the NPC is convinced, things just move forward. Working with the Skill Challenge format makes more things to track, especially in the middle of a battling Encounter.

Personally, there is another reason for not following Skill Challenges too closely - it makes you more free to Award XP. I suggest awarding XP based on your gut feel, typically no more than that of an Elite the same level, depending how well they did. If a Player did outstandingly well, then award bonus XP.

And if they did not fulfill the Objectives at all, then don't award XP. And this WILL happen if you run such Encounters with frequency, so aren't you glad you did not bother putting that into the XP Budget?

Three-way fights have large variance in assigning XP, especially if the Players did not contribute to that many Kills. Generally, I remove Enemies that the Players did not engage / defeat from the XP Budget, and then divide by number of Players. Occasionally, the Player's Allies contribute a significant amount of damage, in which case I treat the NPC as a Player to Divide up the XP. This is not very much encouraged though as this reduces the awarded XP very significantly. It may make the Players feel more unhappy about 3-way fights because they get to do less during the fight, compete with NPCs for the limelight, typically bear the brunt of attacks by monsters, and end up overshadowed by the NPCs and getting less XP. On the othe hand, if the Players did all the legwork and heroism, you can award them the XP for all the Enemies (as if they had no Allies), and this typically translates into 1.5 to 2.5 Encounter's worth of XP, and if XP matters to the Players they will generally feel good about it.

6) Running the Encounter

Firstly, you should prepare a sketch of the map, if it matters.

Secondly, you should have Stats of all the Monsters. When you are running a large scale Encounter, keep the Monsters simple. Minions and Mooks (2-hit Minions) are ideal, where they are either Up, Bloodied, or Dead.

Note that Rolling the Dice can often be used as an excuse to Control the Encounter.
Rolling Dice, especially if you're behind the DM screen, but it need not mean anything. You decide what happens next and your Players are generally none the wiser.

When running an Encounter I suggest creating a single reference paper, that roughly comprises of 3-4 lines per NPC. These help me a lot even for normal Encounters. Typically I use Notepad for this, below is just my preference, hope it helps.

NAME (description of Mini) - Level & Skills (only include Perception, 1 Escape, and Stealth if applicable)
DEFENCES ; MAX HP ; Current HP
TRAITS, if any (typically only used for Elites or Solos)
*AT WILL ATTACK : +X vs Def ; Hit Effect
*OTHER ACTIONS / ATTACK (Recharge 5+) : +X vs Def ; Effects.
If the Encounter Attack cannot be recharged, I delete it once used.

eg.
TIEFLING DECEIVER (Sword Tiefling) - Lv 10, Per +8 (low light), Acr +11, Stealth +18
23/21/22/22 ; HP 104 / 73
*Dagger MBA : +14 vs AC, 1d6 + 7
*Balefire : Ranged 10, +14 vs Reflex ; 2d6+8 fire, ongoing 5 Fire (SE), slide 1.
*Cloak of Vengeful Escape (Imm Rxn, Enc, recharge 5+ ) : Trigger : Hit by Melee Attack.
Effect : Teleport 5, does Balefire on triggering Enemy with +1d6 extra damage.

More Complex Enemies may have more Traits but max rechargeable 1 Encounter Power, plus something intuitive like a Healing Attack or Second Wind. This reduces your tracking by a lot.
eg. +2d6 damage with CA against the target or an Aura 2 that slows Enemies until End of Next Turn is far easier and more intuitive than tracking 2 Encounter Powers.
For a complex Encounter, I recommend using a single Initiative for all the Monsters.

In a complicated Situation, such as a 3-way Fight, it is very important to understand what the Enemy and your PC's Allies are going to do. Your Player Characters (PCs) are the stars of the show and don't let it be otherwise. And if you take too long to do your thing, Players can lose interest quickly. Hence, apart from Escort-related Encounters where Assassins may target a particular individual, Recommendations would be :

a) If an Enemy can target a PC or an NPC Ally, always target the PC. If an Enemy can target 2 targets and can target a PC and an NPC Ally, target them both, unless the PC is Bloodied, in which case take out the PC.

b) NPCs target bloodied Enemies and Enemies they can gain CA against.

c) Unless the PCs interact with the NPCs in some way, NPCs act on their own and don't generally coordinate with the PCs. If the PCs interact with the NPCs, I generally roll a dice (often for show) to let the NPC Obeys. If the NPC does not obey, the NPC usually Mentions Why not.

d) If a PC wants to jump in the way of an Attack to try to protect an NPC, or taunt an Enemy to come after them instead of an NPC, I generally let it happen. There are exceptions of course (like the aforesaid mentioned Escort-related Encounter).

e) If the PCs try to hide behind the NPCs, the NPCs will go down pretty fast. Again, there are Exceptions, typically in a group of Soldiers I will have 1 Officer who is statted like a Standard Monster.

7) Suggested Frequency

Not all the "interesting" Encounters are going to sit well with Players. More than half may even be relegated into regular hack-&-slash encounters. Well, that's just part of being a DM. You can throw out a lot of things, but be mentally prepared that at least half are simply going to go over the Players' heads.

One of the favorite things I like about such Encounters is that you don't have to sit down to come up with them - you can conceptualise them anywhere. Inspiration can come from anywhere, and if a particular scene or movie sticks with you, I suggest working it into your Encounters.

But back to the question - how frequent should things be? This actually falls back into Setting, or as Adventure Arcs. An Arc is usually a short adventure driven by a certain objective the Characters have to achieve. Typically it is about 3-4 Encounters long, and the last Encounter involves meeting a BBEG or some kind of Climax.

An "interesting" Encounter should typically be at the end of the Arc. Alternatively, if you wish your BBEG to be simply a hard fight, then have the interesting Encounter come in the form of a Puzzle or saving someone or beating the Army etc before you actually fight the BBEG who is trying to save his plan, or just trying to find the source of the disturbance and get rid of it / get his revenge. In any case, this sort of "interesting" Encounter is typically tied together with the Villain's motivations or the Setting, something related to his Lair, so on so forth.

If you have more energy and creative juices, you can throw in another "interesting" Encounters. In general, you can try and make 1 out of every 2 Encounters "interesting", with all kinds of inspiration. Take care to theme it to suit the Setting, rather than forcing an idea on the Players just because you like the idea so much. Also give Players the flexibility of choice to circumvent some elements of it if they foresaw and RPed accordingly. That is how Players feel empowered to Roleplay, not just through bashing through Monsters but setting up for an easier Encounter.

In Closing

The above details are mainly theories and ideas, but practical examples will likely serve better, and hopefully be more thought-provoking.

For Parts III and IV of this series, I'll be posting some examples I've tried out, with Hits & Misses. Admittedly, more Misses than Hits, but it is still good to learn from real examples and they might save you from making my mistakes, hopefuly.

And in meantime, here's to a Better Game!

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