The Alexandrian

Posts tagged ‘random gm tips’

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#6. MAKE IT PHYSICAL

Handouts are a great way of conveying information for two reasons:

(1) Players love them. Give them a handout and they will sit up and take notice.

(2) Handouts are tangible and persistent.

If you tell the players something, it can go in one ear and out the other. Or be forgotten by the next session.

But if it’s a handout, then they have a constant reminder that the information exists. And if they forget a detail, they can just look at the handout again.

Although elaborate and detailed handouts will be more interesting and attract greater focus and attention, don’t get so wrapped up in the production values that you become reluctant to include the handouts. For example, I’ll rarely take the time to write out a letter by hand on a authentic-looking parchment…. but I’ll almost always type up the letter and hand it to them on a separate sheet of paper.

 

#7. MAKE IT REPETITIVE

We learn through repetition of information: Mention something once, we might remember it. Mention it again, the odds go up. Mention it several times, and our brains will generally identify it as notable information and file it away.

The problem with repetition is that it can also be very boring. Getting the same chunk of information dumped in their laps over and over again is not very interesting for the playerrs, and will eventually prompt a frustrated response: “Yes. All right. We get it already. Give it a rest.”

Now they know, but they still don’t care.

The trick is to figure out how to make each repetition of the information interesting in its own right. This is actually relatively easy to achieve by varying the type and content of the information.

For example, imagine that Bairwin Wildarson — a famous half-elven hero — has been placed in a stasis chamber somewhere deep beneath the surface of the earth. When the PCs find this stasis chamber you want it to be a major WOW! moment — as if they had just discovered Robin Hood. Obviously, for that to happen, the players need to appreciate just how famous and important Bairwin Wildarson is.

First, you might have the PCs start their adventures in the town of Bairwin — which was, of course, named after the legendary hero (Make It Personal). Perhaps, just to reinforce the point, some annual festival might be held by the village in the hero’s honor. The festival could even be disrupted by an attack by the Dark Fey (Make It Plot).

Second, after defeating the Ogre Crones in the Western Hills, the PCs might recover from their treasure hoard the sword that Bairwin famously lost early in his adventuring career (Make It Treasure).

Third, after raiding the Tower of Magentine Hues, the PCs might find an antique copy of The Adventures of Bairwin Wildarson — summarized by way of a handout (Make It Physical).

In many ways, this is just another variation of the Three Clue Rule, and it naturally works quite well with the Make It Mystery technique. In many cases you won’t even need to make the mystery explicit: As the players pick up various bits of information regarding Bairwin Wildarson, they’ll start trying to piece it together for themselves.

 

#8. BREAK THE RULES FOR EFFECT

If you heed this advice, then your campaign will start operating under a new paradigm. At this point, something interesting happens: Because you’ve eliminated the common occurence of McLecture the Scottish Elf, the players will suddenly be very interested when McLecture does show up. (If you handle it correctly, of course.)

For example, not that long ago I had an NPC in my Ptolus campaign deliver a page-long lecture regarding the history and lore of the Banewarrens. Rather than serving as a chance for my players to tune out, the event actually served as the dramatic culmination of an entire session. It was a taut and exciting cliffhanger.

What made it work?

(1) The Banewarrens were not an unknown quantity at this point. I had been dropping various hints regarding their existence and their importance over the course of the entire campaign. Because of this, the players had been looking for more information.

(2) Because I had been following the “rules” outlined above, the players weren’t used to getting more than little snippets of information. So when they suddenly got inundated with information they (a) drank it up like thirsty men at a desert oasis and (b) they knew it was a portentous and important event.

(3) I also laid the groundwork for that portentous atmosphere. The NPC delivering the lecture had been known to the PCs for a long time, but when she came on the scene to deliver the lesson in lore, she seemed like a very different person. They weren’t just hanging out in a bar and having a good time any more. This was important to her. And because she had become important to them, the fact that she considered it important carried weight.

So, like most rules, you need to know when to use them and you need to know when to break them. But it’s also important to realize that what makes breaking the rules so effective is the fact that you were using them before.

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#3. MAKE IT TREASURE

Let me clue you into the Golden Rule of Gaming, by way of Ben Robbins:

Players pay attention when you describe treasure.

(See, it’s the Golden Rule because gold is treasure. Get it? Get it? … Okay, never mind.)

The one time you’re guaranteed to have everyone’s undivided attention at the gaming table is the moment when you’re opening the goody bag and getting ready to distribute the goodies.

Want them to know about the ancient dwarven empire that ruled the surface world aeons ago before the Dragon War forced them to retreat into their mountain citadels? Then let them find a cache of ancient dwarven coins with the Imperial motto “All that the sun shines upon shall be shaped by our forge” written upon them. Place the forgemark of the Greatfall Armories on the next magic sword they find. Give them a treasure map leading to the ancient ruins of a dwarven palace.

Sometime knowledge itself can be the treasure: Lorebooks, diaries, and the like can all be looted.

And sometimes you can use knowledge to boost the value of the treasure. For example, they might find a very nice tapestry worth a few hundred gold pieces. With a successful History check, however, they might recognize the tapestry as being a famous depiction of the Battle of the Firebane. Find the right collector, and the value of the tapestry has quintupled. Now the Battle of the Firebane isn’t just a bit of fluff text — it’s the reason they’re earning the big bucks.

 

#4. MAKE IT MYSTERY

Take your lore, break it down into a series of specific revelations. Then use the Three Clue Rule to liberally sprinkle your campaign with the requisite clues necessary for figuring out each revelation.

If the players have to struggle to figure something out, then they’ll focus on it. And feel a sense of accomplishment when they finally piece together the truth. Of course, this usually means that you’ll need to find some way of motivating them to figure it out. (Unless you’re lucky and have players who motivate themselves at the sign of any enigma.)

In many ways, making it a mystery is really just a specific way of making it short (by parceling the information into separate revelations) and making it plot (by providing the players with a motivation to figure it out).

 

#5. MAKE IT PERSONAL

Let’s return for a moment to Lord Dartmouth’s destruction of the village of Cairwoth. The event can be made instantly memorable if Cairwoth was the home town for one of the PCs… and their parents were slaughtered by Dartmouth.

Of course, making it personal for the PCs doesn’t mean it needs to be traumatic. Let the PCs find documents suggesting that they might be a direct descendant of the Silver Duke of Amartain, for example, and you’ve got a fairly good chance that they’ll lap up whatever information you choose to dish out about the Silver Duke.

These personal ties can arise during actual gameplay, but they can also be established during character creation.

In my campaigns, character creation tends to be a collaborative process:

(1) I’ll provide the player with my standard handout describing the campaign setting.

(2) The player will pitch me their character concept. This concept can range from the barebones (“I want to play a human wizard”) to the brief (“I’d like to play a barbarian from somewhere up north. I think it might be cool if my village was attacked by slavers.”) to the elaborate (a detailed, three page biography).

(3) I’ll take the concept and, using my greater knowledge of the setting, begin to flesh out the details. (If they tell me they want to play a barbarian, I’ll give them a specific tribe and provide them appropriate cultural and historical detail, for example.) My goal here is generally not to change the concept. I’m just working to help them realize the concept.

Most of this work is done via e-mail, and it’s not unusual for the character concept to get passed back and forth several times as we polish it up. Sometimes my suggestions will be completely off-base, at which point we go back to the drawing board and try a different approach.

But I digress. My point here is that this collaborative process of character creation can be used to establish information regarding the world. Maybe it’s something that will become important during the course of the campaign. Or maybe it’s just something that you find cool and feel like sharing. But, in either case, you’ve put yourself in the position where (a) the player will care about those details and (b) they’ll do the heavy-lifting in terms of sharing those details with the other players.

(Another tangent: Things don’t always go like you plan, of course. In one campaign, I thought I had gotten things setup so that one of the PCs (whose central character trait was the desire to learn secrets) was in a position to receive various pieces of secret lore. I thought I could use the character’s passion for learning secrets to funnel information into the campaign. The only problem? It turned out that the character liked to learn secrets… so that she could keep them. The information funnelled into the PC… and stopped there, creating a very different dynamic than I had anticipated.)

To be continued…

I think every GM probably has a story about the time that they spent hours carefully detailing some piece of lore or a particularly intricate conspiracy… only to discover that their players didn’t really care. Or you complete a dramatic and powerful series of adventures featuring the unraveling of a conspiracy wrought by the Dark Gods of Keht… but three months later you mention the name “Keht” and are met by blank stares from the players.

But often — even as you’re meeting with this kind of frustration — the players are still having a great time. They’ll tell all sorts of tales about the time that their characters did X… and do you remember that time that Y did Z?

In discussing this problem with other GMs, I’ve seen many of them come to the conclusion that players just don’t care that much about the game world. And that they never will. So don’t waste your time with all that world-building stuff — focus on statting up the next combat encounter.

Well, there’s a grain of truth in that. But I think it’s an over-reaction. While there may be players out there who really don’t care about that sort of thing, I don’t think that’s the general rule. I think if there’s a failure in processing, understanding, appreciating, and remembering these types of details, then the failure lies as much on the GM as it does the players (if not moreso).

 

#0. STOP PLAYING POKER

Are you sure you actually want the players to know what’s going on? Or are you subconsciously playing poker with them — keeping your cards hidden behind an implacable poker face reinforced with a GM’s screen?

This should almost go without saying, but based on what I’ve seen it needs to be said: If you want your players to know something, you have to make sure that you actually tell it to them.

I think we often slip into the trap, while plotting out conspiracies and mysteries, of forgetting that the PCs are actually supposed to figure it out eventually. GMs often wonder why their players don’t remember all the wonderful details they had worked out… when, in point of fact, the only way they could have learned those details was by secretly mastering the art of telepathy.

Hand-in-hand with this is a basic principle: Details which the PCs can never learn of or interact with aren’t worth wasting time on.

There may occasionally be times when you need to work up some sort of background detail to make the foreground details hang together. But whenever you find yourself designing a detail like that, I’d like you to ask yourself a few questions: Is there any reason why the PCs shouldn’t be able to learn this detail? And if they shouldn’t learn it, why are you designing it? It can’t be information necessary for the scenario to make sense (because if it was actually necessary, then the PCs should be learning it). And if it isn’t necessary and no one will ever know about it, why are you spending time on it?

For example, I was recently re-reading the Darkness Revealed adventure trilogy for White Wolf’s Trinity roleplaying game. I like the potential of these adventures a great deal, but large swaths of them are given over to describing the detailed activities and personal dramas of the NPCs. The PCs rarely have any way of learning about these dramas, which means that their experience while playing through this campaign is a little like the captain of the Titanic observing an iceberg — he’s only seeing the top 10% and the rest of it’s a wreck.

The other example I always think of when talking about this wrong-headed design approach is the Ravenloft adventure Touch of Death. I found this module in the public library when I was twelve or thirteen years old. I remember reading through it and thinking that it had a pretty amazing story… and then I realized that there was absolutely no way that the PCs playing through the adventure would ever see it. The entire thing dealt with an immense and ancient power struggle between legendary NPCs. The PCs had no way of learning the history of the conflict or even, in many respects, knowing that there was a struggle going on. If you played the adventure as written, it would consist of the PCs stumbling from one incomprehensible sequence of events to another.

These are extreme examples, but they impart an important lesson: If the players never see it, then it might as well have never happened.

And look at it from the opposite point of view: If you’ve got this really interesting bit of history or lore or back story that you’re developing… well, don’t you want the players to see it? Wouldn’t it be nice to share what you’ve created?

 

#1. MAKE IT SHORT

Okay, so you’ve developed the character background for Lord Dartmouth. This conniving fellow has a long history of Machiavellian murder and mayhem to his credit and you want the PCs to learn of his villainy (either because you want to motivate them to oppose him or it’s necessary information for stopping him or just because it’s interesting).

The first thing you have to remember is that the players have a short attention span. If you try to give them the entire history of Lord Dartmouth in a single sitting, they will tune out.

They’ll partly tune out because they don’t want to listen to a three minute monologue about some esoteric piece of lore that doesn’t mean anything to them. But they’ll also tune out because it’s actually not that easy to process and remember all of that information. Maybe if they were taking notes… but taking notes isn’t particularly fun for most people.

We’ll be delving into more specific methods for actually delivering the information. But regardless of the method you end up using, you need to focus on giving out small bursts of detailed information. This doesn’t mean that everything in the game needs to be simplistic — it just means that the players are more likely to process, remember, and care about complex ideas if they’re delivered in smaller and more comprehensible pieces.

In many ways this is also a more effective technique from a dramatic standpoint. Slowly revealing the big picture piece by piece is usually far more interesting than having McLecture the Scottish Elf explaining it all in a big lump.

 

#2. MAKE IT PLOT

Option 1: McLecture the Scottish Elf spends three minutes explaining that Lord Dartmouth was responsible for destroying the village of Cairwoth, explaining in detail exactly how the horrific destruction was carried out.

Option 2: The PCs go to Cairwoth and discover the tale of destruction for themselves — the scorch marks from the fireballs; the decapitated heads jutting from spikes; the mass grave; the diabolical laboratory of blood.

Players are more likely to remember things that they have done than things that they are told. Quests or missions can be particularly straight-forward ways to incorporate setting detail.

But please note that I said “plot” not “background”. The distinction between the two is subtle, but important. If the PCs get sent on a quest to deliver the Starfury Blade to the Elven Tribune of the Silverwood that doesn’t mean that McLecture the Scottish Elf’s five minute oration on the background and history of the Starfury Blade has suddenly become part of the plot.

In fact, about the only thing you can really hope for in that scenario is that the players will remember that there is something called a “Starfury Blade”. And even that might be hoping for too much because what they probably heard was, “Deliver the McGuffin to McGuffin Land.” Everyone loves a good McGuffin, but, much like McLecture, nobody really processes the content of one.

On the other hand, if during their escort mission the PCs are put in a position where the secret powers of the Starfury Blade were to manifest themselves and, thus, force them to engage in a conspiracy of bribes and cover-up to keep the details of that event secret from the Elven Tribune (who would be furious that outsiders have learned the secret of the blade)… well, now you’ve made the details part of the plot. The PCs will remember the powers of the blade and they’ll remember that the Elven Tribune wants to keep those powers secret.

Making something a part of the plot, however, doesn’t always mean making it a huge and convuluted affair. Here’s another example, this one drawn from my current campaign:

The PCs are seeking information that can be found in Alchestrin’s Tomb. As part of this scenario I want to establish some lore and history around the character of Alchestrin. One piece of information is that Alchestrin was the Third Lord of Castle Shard.

“Third Lord of Castle Shard.” That’s a title. Nothing is more likely to go in one ear and out the other than a title. (This isn’t just about RPG players, it’s pretty true in real life, too. For example, take a look at the full list of titles and honours belonging to Queen Elizabeth II. Did your eyes glaze over half way through? I thought so.)

But I can make that info part of the plot pretty easily.

Player 1: We need to find the location of Alchestrin’s Tomb.
Player 2: What do we know about him? I make a Knowledge (history) check.
DM: He was the Third Lord of Castle Shard.
Player 1: Let’s go to Castle Shard and see if they know.

Honestly, they probably still won’t remember that Alchestrin was the “Third Lord of Castle Shard”. But it’s very likely that they will, at the very least, remember that there was a connection between Alchestrin and Castle Shard.

(In reality, the PCs actually blew up my clever little scheme by independently involving Castle Shard in this sequence of events before they’d even heard the name Alchestrin. Ah well.)

To be continued…

A Collection of Links by Justin Alexander

Over the course of several conversations spread across the past few weeks, I’ve been reminded of something that is rather easy to forget: Not everyone knows what I know. This has nothing to do with me being smarter than anybody else. It’s just the result of a slow accumulation of random information and experience over the course of 20+ years of gaming. (Somehow I only just now realized that this means that there is significantly more time between when I started gaming and now, than there is between when I started gaming and the publication of OD&D in 1974. Crap, I’m old.)

Towards that end, I’ve decided to start accumulating a variety of gaming lore. Some of this stuff consists of essays I’ve written for the Alexandrian. A lot of it will be links to other people talking about stuff that (a) I find fascinating and (b) take for granted that everybody else knows about.

These links will be updated periodically, with the current list always available here.

HISTORY

A Nomenclature of D&D Editions: A complete summary of all the various editions of D&D from 1974 until the present day.

The First Dungeon Adventure: Over Christmas Break in 1970, Dave Arneson’s gaming group met in a basement in Minneapolis, MN. Instead of their regular Napoleonics wargame, Arneson set up the dungeons of Castle Blackmoor on a ping-pong table. That was the first D&D-style adventure. And this is a recounting of it, written by one of the guys who was there to play it. (Other tales from Arneson’s Blackmoor campaign can be found here and here.)

Dave Arneson’s Blackmoor campaign started using the Chainmail miniature wargame rules, created by Jeff Perren and Gary Gygax, for resolving combat. Arneson and Gygax had previously collaborated on Don’t Give Up the Ship! (a set of rules for Napoleonic-era naval warfare). In 1971, Arneson played the game with Gygax at GenCon. Gygax promptly started up the Greyhawk campaign in Lake Geneva, WI.

Greyhawk Lore Project: Joe Bloch (the Greyhawk Grognard) has taken it upon himself to collect every reminiscent scrap of detail regarding the original Greyhawk Campaign.

The First Modules: From 1974-1979 only about 40-50 modules were published (depending on how you count). This remarkably small collection of adventures (from Wee Warriors, Metro Detroit Gamers, Judges Guild, and TSR) offers us only the narrowest glimpse into that first decade of D&D.

GENERAL GAME THEORY

Dissociated Mechanics: Mechanics can be broadly broken down into two types — associated mechanics and dissociated mechanics. Dissociated mechanics are those for which the characters have no functional explanation. Thus, the use of a dissociated mechanic inherently means making decisions which have no analog to the character’s decision-making. Dissociated mechanics are inherently inimical to roleplaying (since their use requires you to stop playing your role), although when properly designed they can enhance shared storytelling. The term “dissociated”, it should be noted, is not synonymous with the term “unrealistic”. In addition, it should be noted that all game mechanics are — to varying degrees — abstracted and metagamed. (For example, the destructive power of a fireball spell in D&D is defined by the number of d6’s you roll for damage and the number of d6’s you roll is determined by the caster level of the wizard casting the spell. If you asked a character about d6’s of damage or caster levels, they’d have no idea what you’re talking about. But they could tell you what a fireball is and they could tell you that casters of greater skill can create more intense flames during the casting of the spell. Thus, the mechanics of a fireball spell are abstracted and exist only as part of the metagame, but they are nonetheless associated with the game world.)

Three Clue Rule: For any conclusion you want the PCs to make, include at least three clues. This is the bedrock principle for building rigorous and flexible adventure scenarios. Plan multiple paths to success. Encourage player ingenuity. Give yourself a failsafe.

D&D DESIGN THEORY

D&D: Calibrating Your Expectations: There are several common disconnects between what people expect from D&D and what D&D was actually designed to deliver. The problem with having false expectations about what “Strength 20” or “15th level” really means is that it creates a dissonance between what the rules allow characters to do and what you think characters should be able to do. For example, if you think that Conan should be modeled as a 25th level character, then you’re going to be constantly frustrated when the system treats him as a demigod and allows him to do all sorts of insanely powerful things that the literary Conan was never capable of. From there it’s a pretty short step to making pronouncements like “D&D can’t do Conan” (or Lankhmar or Elric or whatever). If, on the other hand, you properly calibrate your expectations then you’re empowering yourself to (a) make the most of the game and (b) tweak it to your own tastes.

Death of the Wandering Monster: Wherein we discuss the fallacy of the 15-minute adventuring day, and explicate the reasons why this supposedly systemic flaw is, in fact, an error in the technique of the Dungeon Master. (Mostly.)

Fetishizing Balance: What’s wrong with balance? Nothing. However, if you fetishize the pursuit of balance in a way that needlessly limits your flexibility, then you’re throwing the baby out with the bathwater. Having an arbitrary baseline is necessary in order to balance the game — but there’s no need to shackle yourself to that baseline as if it were some sort of mandatory standard.

Revisiting Encounter Design: The fetishization of balance, combined with a rather inexplicable misreading of the core rulebooks, led to an extremely narrow-minded approach to designing encounters in the 3rd Edition era. This approach was not consistent with previous editions of the game; was explicitly contradicted by the rulebooks; exacerbated the problems of the 15-minute adventuring day; and greatly reduced flexibility in running and designing adventures.

Save-or-Die Effects: Save-or-die abilities bypass the time-tested ablative system of D&D combat. This is problematic. WotC’s solution? Get rid of the abilities. My solution? Keep the abilities, fix the mechanics.

Gygaxian Naturalism (James Maliszewski): “[Gygaxian naturalism] refers to a tendency, present in the OD&D rules and reaching its fullest flower in AD&D, to go beyond describing monsters purely as opponents/obstacles for the player characters by giving game mechanics that serve little purpose other than to ground those monsters in the campaign world.”

TIPS AND TRICKS

Random GM Tips: Putting the “Magic” Back in Magic Items

Random GM Tips: Running Combat

Treasure Tells a Story (Ben Robbins)

Old School Dungeon Design Guidelines (James Maliszewski)

The Dungeon Alphabet (Michael Curtis)

 

Revisiting Encounter Design

August 30th, 2008

One of the first reviews I ever received for a book I had written was for the mini-adventure The Dragon’s Wish, which was published by Fantasy Flight Games during the early D20 boom. The reviewer hated it. He had several reasons for doing so, but his biggest problem was that he felt that the encounters weren’t balanced: The adventure was designed for 9th level characters, but I had them encountering, among other things, a primitive tribe of kobolds (low CR) and a pair of extremely powerful stone golems (high CR).

Now, The Dragon’s Wish was one of my first published works and it was hardly perfect by any stretch of the imagination. But there were two main reactions that I had to the review.

First, I was frustrated because the reviewer had clearly failed to understand what the adventure was about. He had approached it as some sort of hack ‘n slash affair, but the module wasn’t designed with combat in mind. At the beginning of The Dragon’s Wish, the PCs are asked by a dying dragon to take his heart to the ancient draconic burial grounds in the Valley of the Dragons. The rest of the adventure is a travelogue allowing the PCs to see various facets of draconic mythology. The stone golems aren’t meant to be fought: They were powerful gatekeepers who allow the PCs to enter the valley when their task is made known. The kobolds are a primitve tribe who venerate the dragons without truly understanding them. And so forth.

Second, I realized that something fundamental had shifted in the common perception of what constituted proper encounter design in D&D.

Back in the halcyon, nostalgia-tinged days of 1st Edition, nobody would have blinked twice at the idea of including low-level encounters in high-level adventures. For example, in the Bloodstone modules (the original H-series designed for levels 15 thru 100), the designers had no problem including combat encounters with common orcs.

In fact, this was an attitude that persisted more or less all the way through the latter days of 2nd Edition. The Apocalypse Stone was a high-level adventure published to provide a campaign-ending scenario so that groups could reboot fresh with 3rd Edition. But if you flip through it, you discover quite a few encounters that are virtually identical to the types of encounters found in low- or mid-level modules. (There’s harder stuff too, of course.)

MISREADING 3rd EDITION

So what happened in 3rd Edition?

As far as I can tell, everybody misread the rulebook. Here’s what the 3rd Edition Dungeon Master’s Guide had to say about “Encounters and Challenge Ratings” (pg. 100):

A monster’s Challenge Rating (CR) tells you the level of the party for which the monster is a good challenge. A monster of CR 5 is an appropriate challenge for four 5th-level characters. If the characters are higher level than the monster, they get fewer XP because the monster should be easier to defeat. Likewise, if the party level [….] is lower than the monster’s Challenge Rating, the PCs get a greater reward.

And a little later it answered the question “What’s Challenging?” (pg. 101):

Since every game session probably includes many encounters, you don’t want to make every encounter one that taxes the PCs to their limits. They would have to stop the adventure and rest for an extensive period after every fight, and that slows down the game. An encounter with an Encounter Level (EL) equal to the PCs’ level is one that should expend about 20% of their resources — hit points, spells, magic item uses, etc. This means, on average, that after about four encounters of the party’s level the PCs need to rest, heal, and regain their spells. A fifth encounter would probably wipe them out.

And, at that point, everybody apparently stopped reading. Because this was what seeped into the collective wisdom of the gaming community: Every encounter should have an EL equal to the party’s level and the party should have four encounters per day.

I literally can’t understand how this happened, because the very next paragraph read:

The PCs should be able to take on many more encounters lower than their level but fewer encounters with Encounter Levels higher than their party level. As a general rule, if the EL is two lower than the party’s level, the PCs should be able to take on twice as many encounters before having to stop and rest. Two levels below that, and the number of encounters they can cope with doubles again, and so on.

And if that wasn’t clear enough in saying that the PCs should be facing a wide variety of ELs, the very next page had a chart on it that said 30% of the encounters in an adventure should have an EL lower than the PCs’ level; 50% should have an EL equal to the PCs’ level; 15% should have an EL 1 to 4 higher than the PCs’ level; and 5% should have an EL 5+ higher than the PCs’ level.

But all of that was ignored and the completely erroneous “common wisdom” of “four encounters per day with an EL equal to the party’s level” became the meme of the land.

By the time The Forge of Fury was released as part of the original Adventure Path in late 2000, the meme had already taken hold. The Forge of Fury — an adventure for 3rd to 5th level characters — included, as one of its encounters, a CR 10 roper. You’ll note that this encounter follows the guidelines printed in the DMG precisely. It didn’t matter. The fanboys howled from one side of the Internet to the other about this horrible and unbalanced encounter. And why were they howling? Because encounters should always have an EL equal to the average level of the PCs.

WotC never made that “mistake” again.

REAPING WHAT YOU SOW

The most virulent form of the meme was rarely followed in its strictest form. But the general meme of “an encounter should almost always have an EL equal to the party’s level” sunk pretty deeply into the collective consciousness.

But there are consequences for designing encounters like that:

(1) The average resolution time for any combat encounter increases (because a more challenging opponent takes longer to overcome).

(2) The PCs are more likely to suffer grievous injury during any one encounter, which means they’re more likely to adopt cautious styles of gameplay. This leads to the 15-minute adventuring day becoming more common, along with all the problems that creates.

(3) These factors result in fewer encounters during each game session, which means that it becomes much more difficult and/or tedious to run the classic mega-dungeons and other combat-oriented styles of play.

(4) The utility of any given monster is significantly reduced because the range of levels in which you can build “appropriate” encounters using the creature is narrowed.

I used to play D&D with my friends during lunch hour, and in these short sessions we would still routinely get through 3 or 4 combat encounters. But with 3rd Edition people were routinely reporting relatively simple encounters taking hours to resolve.

A lot of people blame the system for that. But, in my experience, it’s all about the encounter design.

DESIGNING BETTER ENCOUNTERS

When I looked at the design of classic modules from the ’70s and ’80s, I discovered that most of the encounters in those modules would actually equate to an EL at least 2-5 levels lower than the party. And when I duplicated that encounter design in 3rd Edition, combat predictably speeded up.

With that in mind, here are my tips for designing encounters:

(1) Design most encounters around an EL 2 to 4 lower than the party’s level.

(2) Don’t be afraid of large mobs (10+ creatures) with a total EL equal to the PCs’ level. The common design wisdom is that these creatures are “too easy” for the PCs. This is true if you’re thinking in terms of the “common wisdom” that sprang up around misreading the DMG, but in practice these types of encounters work just fine if you’re looking for fast encounters and lots of them.

(3) Encounters with an EL equal to the PCs’ level should be used sparingly. They should be thought of as “major encounters” — the memorable set pieces of the adventure. It actually won’t take very long before the expectations of your players’ have been re-aligned and these encounters leave them thinking, “Wow! That was a tough encounter!”

(4) And that means you get even more bang for your buck when you roll out the very rare EL+2 or EL+4 encounter.

Basically what you’re doing is creating a wider dynamic range for your encounter design.

OTHER CONSIDERATIONS

FLEXIBLE DESIGN: I like to design large complexes of opponents who will interact with each other and react, as a group, to the presence of the PCs. And this works a lot better if I can take two encounters and add them together without ending up with something that will completely devastate the party. If the PCs are level 5 and the goblin warband is only EL 3, then it become much easier to have the goblins call on a second warband to reinforce them: If the PCs prevent the reinforcements from showing up, they have two standard encounters. If they don’t, then they have one harder encounter.

EXPERIENCE POINTS: The designers of 3rd Edition increased the pace at which XP was accumulated and levels were gained. I understand and even support the reasons behind this change, but I personally found the result to be simply too fast for my taste. For example, I tend to run long 8-12 hour sessions, and the pace of 3rd Edition experience usually meant that the PCs were leveling up once per session. This meant that the power level of the campaign shifted very rapidly (making it difficult to tell coherent stories). It also meant that the players never really had a chance to get comfortable with their characters (they had barely learned one set of abilities before being given new ones).

I now play with halved XP rewards and have had good results with that. But, really, that’s just a matter of personal taste.

However, with that being said, using the encounter design recommended here, you’ll find that your players will be overcoming many more combat encounters in the course of an average session. And even though the EL of each encounter will be lower, this will still generally result in accelerating the already accelerated pace of XP accrual. Whether you’ll need to adjust the XP award accordingly will depend on your personal tastes.

A PERIOD OF ADJUSTMENT: If your group has already grown accustomed to the “typical” design of 3rd Edition encounters, it may take some time before your expectations have adjusted to the new system. The typical encounter will feel easier to you… and that’s okay. It is easier.

But you should also be aware that some of the secondary effects will also take awhile to sink in for your players. If you’ve been playing with “typical” 3rd Edition encounters, then your players have probably learned to take a very cautious approach — every encounter has been potentially deadly and, therefore, every encounter has been carefully analyzed and handled.

So for the first couple of sessions, for example, you may only see a slight increase in the pace of gameplay. But once your players internalize the change and loosen up, you’ll see that pace increase again.

Pay attention to your own expectations, too: You might find yourself getting a little frustrated with the fact that your villains are missing the PCs more than they’re hitting them. There’s a sense that a lot of us develop that says “if hit points aren’t being lost, then nothing happened”. This isn’t actually true. And, in fact, if the PCs aren’t losing hit points the more stuff will happen.

DIFFERENT TOOLS FOR DIFFERENT JOBS: The exact balance of combat encounters you choose will depend largely on the type of adventure you’re designing. For example, if you’re designing an intrigue-laced adventure in which the only combat encounter is likely to be the big show-down at the end… well, that single encounter should probably be a doozy. If you want to encourage a loose, rapid-fire style of play with the players feeling like major heroes… well, crank up the number of low-EL encounters.

If there’s one message to take away from this essay it’s that variety is the spice of encounter design. By extending the dynamic range of encounters, you’re expanding the variety of the encounters you can (and should) design.

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