Showing posts with label RPG Theory. Show all posts
Showing posts with label RPG Theory. Show all posts

Monday, 24 November 2014

Meaningless Encounters

Imagine, if you would, an encounter occurring which has no relevance to the scenario in which it occurs. It adds no verisimilitude, adds no flavour to the game milieu, and has no impact or potential for impact on future events. Moreover, the encounter is neither fun nor challenging in and of itself. It is a complete waste of time.

Game systems can encourage elements of this kind of encounter. For instance, in games where resources are intended to “reset” after each encounter, it is easy enough to remove the potential for impact on future events. 

A hypothetical game system that takes two hours to resolve a chance glimpse of a deer in the woods would make what is otherwise five seconds of description a chore that removes all fun. If a system “balanced” encounters so that the PCs were expected to win, and turned encounters into formula combats that took hours to resolve, a chance encounter with an ogre (for example) could easily be removed of its potential fun and challenge.

An adventure writer can also encourage elements of this type of encounter. “No matter what the PCs do, X will occur….” and “If the PCs kill X, assume that an identical X takes its place….” certainly reduce the potential for impact, if the GM actually follows those suggestions.

Yet, few and far between are those encounters which are completely meaningless, unless the system or the GM makes a clear distinction between “relevant” and “irrelevant” encounters. If this is the case, yes, you can make any encounter irrelevant. Doing so does not improve game play IMHO and IME. Forcing the players to determine the relevance of encounters to their own goals – or allowing them to create that relevance themselves! – is, to me, an important aspect of game play.

Crappy encounters do exist. If we take the elements of verisimilitude, flavour, potential for impact, challenge, and intrinsic fun, we can see that the more of these elements an encounter has, the better an encounter it will be. Consequently, the fewer it has, the crappier it will be.

IMHO and IME, adhering to an encounter template or a “plot” to which all encounters must conform is the most common way to create crappy encounters. YMMY, and if it does, party on! Never throw away something that works for you because some jackhole on the internet has a different idea, or different experiences. “Even if that jackhole is you?” Friend, especially if that jackhole is me. What works for me might not work for you. And vice versa.

Here’s the second biggest source of crappy encounters (IMHO & IME): Lack of planning. In order to have meaning, an encounter must both have impact on the setting and be able to allow the players to have impact. That means that there has to be some structure to hang the encounter on, and that there has to be enough leeway in that structure that the PCs can change it through their actions.

So long as those conditions exist, no encounter is truly meaningless. And your chance of having a crappy encounter go down considerably.


IMHO. IME. YMMV.

Saturday, 28 May 2011

A is for Animals (or Lions, Tigers, & Bears, Oh My!)

When devising a setting for a role-playing game, some people might think considering local animals unimportant.

I do not.

I try to remember that the mundane is as important as the mysterious.  For instance, I will mention animal scat, deer tracks, flights of birds, bird calls, etc., while on a wilderness trek.  Why?  First off, I want to ensure that the world feels "alive" -- things are where they should be.  There are mice in the ruins, birds in the fields, and a fox in the henhouse.

Secondly, this allows for some quick action within the game.  On a riverboat, a stag is sighted on shore.  A quick bet is made on whose shot can bring it down, and there will be venison for dinner.  Hearing wolves howl in the distance need not presage an instant attack -- the PCs will travel this wild area again.  Without the foreshadowing, though, an encounter with wolves can seem rather "out of the blue".  Likewise, a partially-eaten deer carcass can indicate the presence of wolves to wilderness-minded sorts, like rangers and druids.

Finally, including animals on a regular basis prevents "ringers" from being obvious.  If you never mention ravens, then that raven is obviously a familiar or spy.  If you never mention rabbits, that you do so now means there's a wolf-in-sheep's-clothing lurking nearby.  That you never mention wolves is a sure sign that the one you are encountering now is more than half likely to be a werewolf.

Some games/Game Masters take this even farther.  Why have horse, when you can have firehooved scalehorses?  Why have bears when you can have hardgrapple biteybears?

The answers are the same -- unless there is something "normal" in the world (as the world defines "normal"), immersion is damaged.  If everything you encounter is monstrous, you will respond to everything as though it were a monster.

Sorry, but No Thank You.

My game still has room for lions, and tigers, and bears.  And songbirds.  And mice.