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In Episode 2 of the Nerdlab you will learn the three fundamental pillars of encounter and combat systems. This episode is the first in a series of episodes that will deal with the topic of Encounter Systems. Today we will focus on how to ask your players the right questions in order to make the encounter an exciting and entertaining experience for your players. The theories in this podcast episode are inspired by tabletop rpg, storytelling and literature. Let’s see what we can learn from these fields and how we can transform the insights into board game components and mechanics.
Last week we talked about vision statements as design pillars for your game. One of the design pillars I formulated for my game is that I want a multi-facetted encounter system. That’s why I want dive a little deeper into encounter building today.
We can find some sort of conflict resolution in most games.The goal of today’s episode is is to find out which components of conflict resolution we need to create interesting, diverse and challenging encounters and how we can convert these components into actual mechanics for our games.
How is an encounter structured and what is the key difference between an encounter and a combat?
An Encounter on the other hand is also a resolution of one or more conflicts. But instead of being limited to using force to solve the conflict, a variety of different interactions can be used to achieve the desired objective.
So the resolution is no longer restricted to killing your enemy. In other words we do no longer have to design quests that require our players to kill x enemies. The room for interaction is much higher in a well designed encounter. For example, a conflict can also be solved by convincing the opponent diplomatically, bribing him with gold, sneak past him, or by just handing over the item he was actually after.
Fundamental aspects of combat systems and encounter systems
Each Combat or Encounter system can be broken down into three fundamental building blocks which describe relatively precisely with which way of thinking we as game designers should approach the creation of these scenarios:
Combat design is nothing more than your game asking a question to the players. In a combat scenario this question is determined by the enemy behaviour you have implemented. In a simplified way a possible question to confront your players with is: Can the players kill all goblins? We get soon into the nitty gritty and learn how you can ask better questions in your game.
The second pillar is giving your players the tools to answer the question. This means you have to design player skills, spells, items and everything players can use to determine their behaviour.
The third pillar is that you need ways to manage and manipulate the resolution of questions and answers for each instance of combat. This means you need to have resolution mechanics and in most games some sort of RNG like dice or modifier cards. We also need some way of keeping track board states such as hit points, damage dealt or number of uses left on a item.
Asking the right questions
Typically these questions are not communicated directly to the players, but the players have to be aware of the task they have to solve.
But a dramatic question alone does not make for a good encounter. That is why we need one or more conflicts. The heroes cannot just go into the dragon’s lair crap the egg and walk out. Monsters and NPCs can be sources of conflict, but so can traps, hazards, obstacles or environmental conditions.
You have to understand the difference between a thing (a dragon), a source of conflict (the dragon’s desire to protect her lair), and the conflict itself (the dragon’s desire to protect her eggs vs. the party’s desire to steal one of the eggs).
The dramatic question for this encounter could be:
The scenario currently described is quite simple. There are only 2 participants who have contradictory goals. It becomes really interesting when there are multiple conflicts in an encounter. But the complexity also increases dramatically, because you have to consider how the different conflicts interact with each other. In our dragon example we could easily add another group of adventures who are on the same quest of stealing a dragon’s egg. If there is only one egg in the lair their is definitely a source of conflict and we could add a time aspect to the quest. If there is more than one egg, the groups could also work together.
What about internal conflicts? For example, one of the heroes might have a problem kidnapping an unborn dragon baby from its mother and selling it to the highest bidder on the market.
These conflicts are called internal conflicts because they happen entirely inside of one entity for example a hero or an NPC. Internal conflicts occur because players have more than one desire, purpose, motive, or goal and, sometimes, those goals clash and cause dilemmas. This is something that could be implemented by personal quest goals, life goals or some kind of character alignment. The goal here is to create interesting trade offs for the individual players.
So we now talked a lot about conflicts. Remember the main reason we need conflicts is because they give the players something meaningful they need to solve in order to answer the dramatic question of the encounter.
By skilfully constructing a scenery, we have formulated a dramatic question and created multiple conflicts that can be answered in different ways. For an open ended pen and paper RPG it doesn’t really matter how a conflict is resolved as long as it answers the dramatic question. It could be solved by death of the heroes, death of the dragon, surrender of one of the parties, outsmarting by luring the dragon into the open or sneaking past the sleeping dragon mom.
For a gm-less, self-contained game in which you can’t improvise, however, this approach doesn’t quite work. We cannot just ask a question and leave it to the players to solve it in any way they want. In my game I will probably need pre-defined solution paths for the players instead of completely open roleplaying choices. But for me that is fine as long as there are enough different options for the characters to choose from.
Decision Points
Decision points come in two different flavors. Either a player can choose between different conflicts and which one he wants to resolve OR the player can choose how to resolve a particular conflict.
Choosing which conflict to resolve occurs when a player chooses which enemy to target or what obstacle he wants to overcome (swimming through the lake or crossing the shabby looking hanging bridge). I call these decision points strategic decisions.
Assuming that our combat and social combat mechanics generate more than enough action decision points to make the resolution of a conflict fun, we still have to find out how to introduce new strategic decisions during an encounter.
A strategic decision point comes up when there is a new situation in the game. Once the encounter starts, the players choose a strategy and start making progress. With ongoing rounds, the number of choices are reduced. In combat, people settle into their positions, the number of targets steadily decreases, until it comes down to one player making the last attack against the last target. For my game I want to add new stimuli the players have to respond to. New circumstances that require strategic thinking and decision making.
If we come back to our good old dragon lady, a new strategic decision point could trigger once she is at 50% of her starting life and enrages. The situation now has changed, the collapsing cave is introducing a new conflict. Maybe the characters are forced to change their previous plan from killing the dragon to just grab an egg and run for their life. (This would by the way be a great follow-up encounter. Can the heroes reach the city before the enraged dragon mom stops them?)
For my system I will use so called triggers that go off at specific situations (such as an enemy being at 50% of its starting life) and then introduce new conflicts to the scenario.
One more thing we have to take care about regarding decision points is that we make sure players have more than one option to choose from.
Now let’s break all that theory down into digestible pieces for our own games. I will use my game as an example.
We need the following components:
I will go with the scenario book to begin with because it is the simplest way to start and I do not see the need for interaction between the story and other elements. If this turns out to be the case I could also see a possibility to use cards instead of the scenario book.
These cards are then placed in a trigger area, which players check at the beginning of each round to see if any of the conditions have been met.
Challenge:
What I have learned for my game from todays episode:
I also made the conscious decision that my game should have many decision points with real options.
Resolution mechanic needs to be simple
I hope today’s episode helped you to understand how multi-facetted encounters can be created and what components you could possibly use to do so.
Maybe you got some inspiration for your own design or even got some ideas for my design challenges. If so please contact me: http://nerdlab-games.com/contact/
Thank you so much for listening to the entire episode and until next week keep shooting for the moon and nerd like a boss.
Sources:
Fundamental pillars of a combat system
Four things you’ve never heard of that make encounters not suck
By Marvin Hegen5
1010 ratings
In Episode 2 of the Nerdlab you will learn the three fundamental pillars of encounter and combat systems. This episode is the first in a series of episodes that will deal with the topic of Encounter Systems. Today we will focus on how to ask your players the right questions in order to make the encounter an exciting and entertaining experience for your players. The theories in this podcast episode are inspired by tabletop rpg, storytelling and literature. Let’s see what we can learn from these fields and how we can transform the insights into board game components and mechanics.
Last week we talked about vision statements as design pillars for your game. One of the design pillars I formulated for my game is that I want a multi-facetted encounter system. That’s why I want dive a little deeper into encounter building today.
We can find some sort of conflict resolution in most games.The goal of today’s episode is is to find out which components of conflict resolution we need to create interesting, diverse and challenging encounters and how we can convert these components into actual mechanics for our games.
How is an encounter structured and what is the key difference between an encounter and a combat?
An Encounter on the other hand is also a resolution of one or more conflicts. But instead of being limited to using force to solve the conflict, a variety of different interactions can be used to achieve the desired objective.
So the resolution is no longer restricted to killing your enemy. In other words we do no longer have to design quests that require our players to kill x enemies. The room for interaction is much higher in a well designed encounter. For example, a conflict can also be solved by convincing the opponent diplomatically, bribing him with gold, sneak past him, or by just handing over the item he was actually after.
Fundamental aspects of combat systems and encounter systems
Each Combat or Encounter system can be broken down into three fundamental building blocks which describe relatively precisely with which way of thinking we as game designers should approach the creation of these scenarios:
Combat design is nothing more than your game asking a question to the players. In a combat scenario this question is determined by the enemy behaviour you have implemented. In a simplified way a possible question to confront your players with is: Can the players kill all goblins? We get soon into the nitty gritty and learn how you can ask better questions in your game.
The second pillar is giving your players the tools to answer the question. This means you have to design player skills, spells, items and everything players can use to determine their behaviour.
The third pillar is that you need ways to manage and manipulate the resolution of questions and answers for each instance of combat. This means you need to have resolution mechanics and in most games some sort of RNG like dice or modifier cards. We also need some way of keeping track board states such as hit points, damage dealt or number of uses left on a item.
Asking the right questions
Typically these questions are not communicated directly to the players, but the players have to be aware of the task they have to solve.
But a dramatic question alone does not make for a good encounter. That is why we need one or more conflicts. The heroes cannot just go into the dragon’s lair crap the egg and walk out. Monsters and NPCs can be sources of conflict, but so can traps, hazards, obstacles or environmental conditions.
You have to understand the difference between a thing (a dragon), a source of conflict (the dragon’s desire to protect her lair), and the conflict itself (the dragon’s desire to protect her eggs vs. the party’s desire to steal one of the eggs).
The dramatic question for this encounter could be:
The scenario currently described is quite simple. There are only 2 participants who have contradictory goals. It becomes really interesting when there are multiple conflicts in an encounter. But the complexity also increases dramatically, because you have to consider how the different conflicts interact with each other. In our dragon example we could easily add another group of adventures who are on the same quest of stealing a dragon’s egg. If there is only one egg in the lair their is definitely a source of conflict and we could add a time aspect to the quest. If there is more than one egg, the groups could also work together.
What about internal conflicts? For example, one of the heroes might have a problem kidnapping an unborn dragon baby from its mother and selling it to the highest bidder on the market.
These conflicts are called internal conflicts because they happen entirely inside of one entity for example a hero or an NPC. Internal conflicts occur because players have more than one desire, purpose, motive, or goal and, sometimes, those goals clash and cause dilemmas. This is something that could be implemented by personal quest goals, life goals or some kind of character alignment. The goal here is to create interesting trade offs for the individual players.
So we now talked a lot about conflicts. Remember the main reason we need conflicts is because they give the players something meaningful they need to solve in order to answer the dramatic question of the encounter.
By skilfully constructing a scenery, we have formulated a dramatic question and created multiple conflicts that can be answered in different ways. For an open ended pen and paper RPG it doesn’t really matter how a conflict is resolved as long as it answers the dramatic question. It could be solved by death of the heroes, death of the dragon, surrender of one of the parties, outsmarting by luring the dragon into the open or sneaking past the sleeping dragon mom.
For a gm-less, self-contained game in which you can’t improvise, however, this approach doesn’t quite work. We cannot just ask a question and leave it to the players to solve it in any way they want. In my game I will probably need pre-defined solution paths for the players instead of completely open roleplaying choices. But for me that is fine as long as there are enough different options for the characters to choose from.
Decision Points
Decision points come in two different flavors. Either a player can choose between different conflicts and which one he wants to resolve OR the player can choose how to resolve a particular conflict.
Choosing which conflict to resolve occurs when a player chooses which enemy to target or what obstacle he wants to overcome (swimming through the lake or crossing the shabby looking hanging bridge). I call these decision points strategic decisions.
Assuming that our combat and social combat mechanics generate more than enough action decision points to make the resolution of a conflict fun, we still have to find out how to introduce new strategic decisions during an encounter.
A strategic decision point comes up when there is a new situation in the game. Once the encounter starts, the players choose a strategy and start making progress. With ongoing rounds, the number of choices are reduced. In combat, people settle into their positions, the number of targets steadily decreases, until it comes down to one player making the last attack against the last target. For my game I want to add new stimuli the players have to respond to. New circumstances that require strategic thinking and decision making.
If we come back to our good old dragon lady, a new strategic decision point could trigger once she is at 50% of her starting life and enrages. The situation now has changed, the collapsing cave is introducing a new conflict. Maybe the characters are forced to change their previous plan from killing the dragon to just grab an egg and run for their life. (This would by the way be a great follow-up encounter. Can the heroes reach the city before the enraged dragon mom stops them?)
For my system I will use so called triggers that go off at specific situations (such as an enemy being at 50% of its starting life) and then introduce new conflicts to the scenario.
One more thing we have to take care about regarding decision points is that we make sure players have more than one option to choose from.
Now let’s break all that theory down into digestible pieces for our own games. I will use my game as an example.
We need the following components:
I will go with the scenario book to begin with because it is the simplest way to start and I do not see the need for interaction between the story and other elements. If this turns out to be the case I could also see a possibility to use cards instead of the scenario book.
These cards are then placed in a trigger area, which players check at the beginning of each round to see if any of the conditions have been met.
Challenge:
What I have learned for my game from todays episode:
I also made the conscious decision that my game should have many decision points with real options.
Resolution mechanic needs to be simple
I hope today’s episode helped you to understand how multi-facetted encounters can be created and what components you could possibly use to do so.
Maybe you got some inspiration for your own design or even got some ideas for my design challenges. If so please contact me: http://nerdlab-games.com/contact/
Thank you so much for listening to the entire episode and until next week keep shooting for the moon and nerd like a boss.
Sources:
Fundamental pillars of a combat system
Four things you’ve never heard of that make encounters not suck