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Hello fellow adventurers,
in Episode 4 of the Nerdlab we will talk about the third and final building block of exceptional encounter design.
A short recap of the first two parts of this series on encounter building
Components needed:
Tools needed:
The resolution of an encounter
First, we need to define all the possible outcomes of an encounter. Or at least the ones we want to support in our game. In an open-ended RPG, there can definitely be other conceivable solutions that we have not been considered during the creation of the encounter. But in a GM-less game we cannot improvise. Therefore, we need to fix all possible outcomes.
If you remember the dramatic question from our previous example:
How will you know when the dramatic question has been answered? How will you know if all of the conflict have been resolved?
But how do we measure that? Until now we haven’t defined any metrics to determine one of the possible outcomes. When is a character or enemy dead or defeated? How do we know when the players reached the exit of the lair?
Structure Elements
You have to identify aspects of your game that need some sort of mechanic or structure to keep a score of. We don’t have to figure out exactly how the mechanics have to work in detail just now, but we should identify at least all the mechanics and structure elements we need for our game to measure the progress of our encounter resolution.
I personally distinguish between two variants of structure elements for games:
Core Game Elements are elements that you’ll need for many of your encounters (such as character Hit Points) while encounter specific elements are scorekeeping mechanics you only need for a specific encounter (such as number of eggs or a mechanic to identify the exit of the dragon’s lair).
Since my goal is to have a significant narrative part in my rpg-like adventure game, encounter specific elements are very important for me to transport my story and create uniquely tailored situations.
Encounter Specific Elements:
Morale system
Easiest way:
He values his life more than obtaining the dragon egg.
Other options:
The options are manifold, but we need some kind of structure element to keep track of it.
How to Structure Elements
Let’s say the players want to convince the competing adventurer group of their trustworthiness and propose to work together to steal and share the dragon eggs.
Bluff to encourage the adventurers to aid their quest using false pretenses.
Typically the different skill checks also have different difficulty levels. Each player can participate in the skill challenge. You as a designer can define how many successes are needed to win the skill challenge. But as soon as the heroes have collected 3 failed attempts, the challenge is lost.
You can modify and enhance this simple skill challenge metric in a lot of ways. As a little goody I brought 8 possible modifications you could use to create better skill challenges for your games.
Modification 1: Each character is allowed to use a particular skill only once during the skill challenge
Modification 2: You must be trained in a skill to make an attempt in using it
Modification 3: Different skills provide more or less number of successes or failures
Modification 4: Sequence of skill checks
Modification 5: Successful skill checks reveal information of other skill checks
Modification 6: Aid others (D&D 3,0)
Modificaion 7: Ways to undo failures
Modification 8: Vary the result of a failure
Using 1 to 10 Scales (proposed by the Angry GM)
Players can make some kind of contest roll or skill check and compare their result to someone else’s result.
Progress Tracks
The progress tracker can be used in one of two ways – tracking the progress of a single event or tracking competition between multiple parties.
Single Party Event:
Multiple Parties:
Some examples for what progress tracks could be used:
Closing
All the tools presented today can help you to give non-combat encounter elements more depth. Instead of making only one skill check to find out if the result is a success or failure we can use these measurement tools to keep track of a multitude of actions that are required to overcome a conflict and answer the dramatic question.
You can send me an email: Send Mail
I hope you had as much fun listening to this 3 part series as I did creating it. If so, I would be incredibly happy if you could leave me a short review on iTunes. This will help other designers to find the podcast and help me to increase my audience.
Sources:
Contests in Fate RPG:
Progress Tracker in Warhammer Fantasy RPG
By Marvin Hegen5
1010 ratings
Hello fellow adventurers,
in Episode 4 of the Nerdlab we will talk about the third and final building block of exceptional encounter design.
A short recap of the first two parts of this series on encounter building
Components needed:
Tools needed:
The resolution of an encounter
First, we need to define all the possible outcomes of an encounter. Or at least the ones we want to support in our game. In an open-ended RPG, there can definitely be other conceivable solutions that we have not been considered during the creation of the encounter. But in a GM-less game we cannot improvise. Therefore, we need to fix all possible outcomes.
If you remember the dramatic question from our previous example:
How will you know when the dramatic question has been answered? How will you know if all of the conflict have been resolved?
But how do we measure that? Until now we haven’t defined any metrics to determine one of the possible outcomes. When is a character or enemy dead or defeated? How do we know when the players reached the exit of the lair?
Structure Elements
You have to identify aspects of your game that need some sort of mechanic or structure to keep a score of. We don’t have to figure out exactly how the mechanics have to work in detail just now, but we should identify at least all the mechanics and structure elements we need for our game to measure the progress of our encounter resolution.
I personally distinguish between two variants of structure elements for games:
Core Game Elements are elements that you’ll need for many of your encounters (such as character Hit Points) while encounter specific elements are scorekeeping mechanics you only need for a specific encounter (such as number of eggs or a mechanic to identify the exit of the dragon’s lair).
Since my goal is to have a significant narrative part in my rpg-like adventure game, encounter specific elements are very important for me to transport my story and create uniquely tailored situations.
Encounter Specific Elements:
Morale system
Easiest way:
He values his life more than obtaining the dragon egg.
Other options:
The options are manifold, but we need some kind of structure element to keep track of it.
How to Structure Elements
Let’s say the players want to convince the competing adventurer group of their trustworthiness and propose to work together to steal and share the dragon eggs.
Bluff to encourage the adventurers to aid their quest using false pretenses.
Typically the different skill checks also have different difficulty levels. Each player can participate in the skill challenge. You as a designer can define how many successes are needed to win the skill challenge. But as soon as the heroes have collected 3 failed attempts, the challenge is lost.
You can modify and enhance this simple skill challenge metric in a lot of ways. As a little goody I brought 8 possible modifications you could use to create better skill challenges for your games.
Modification 1: Each character is allowed to use a particular skill only once during the skill challenge
Modification 2: You must be trained in a skill to make an attempt in using it
Modification 3: Different skills provide more or less number of successes or failures
Modification 4: Sequence of skill checks
Modification 5: Successful skill checks reveal information of other skill checks
Modification 6: Aid others (D&D 3,0)
Modificaion 7: Ways to undo failures
Modification 8: Vary the result of a failure
Using 1 to 10 Scales (proposed by the Angry GM)
Players can make some kind of contest roll or skill check and compare their result to someone else’s result.
Progress Tracks
The progress tracker can be used in one of two ways – tracking the progress of a single event or tracking competition between multiple parties.
Single Party Event:
Multiple Parties:
Some examples for what progress tracks could be used:
Closing
All the tools presented today can help you to give non-combat encounter elements more depth. Instead of making only one skill check to find out if the result is a success or failure we can use these measurement tools to keep track of a multitude of actions that are required to overcome a conflict and answer the dramatic question.
You can send me an email: Send Mail
I hope you had as much fun listening to this 3 part series as I did creating it. If so, I would be incredibly happy if you could leave me a short review on iTunes. This will help other designers to find the podcast and help me to increase my audience.
Sources:
Contests in Fate RPG:
Progress Tracker in Warhammer Fantasy RPG