Set Piece Battle Design – example

July 2, 2016

I’m going through old files and I found a half-written document for a D&D set piece battle designed to get that fun sort of Jackie Chan mayhem in the fight.  (This was written before the year I fought cancer so my memory is completely shot around then).

Although it’s lacking a map and monsters, there’s a few things I think it highlights really well:

Teach the Players

This was something I learned a lot from running old Iron Heroes – you need to highlight what are opportunities or options, at least early on, so players can know that these are in fact options.  Pointing it out on the map helps too.

Although telling the players EXACTLY what mechanical effects are in play seems a bit much, it allows them to properly gauge threats – a lot of players may be used to games where drowning is an extremely likely situation or that a fall will kill you instantly, and such, be unable to prioritize their risks and choices.  I assume that the characters are competent and this helps players make informed choices – just as much as a trained acrobat can estimate what kind of jumps they can make, the players use the mechanics in the same way.

Bumping the focus of rules

The special rules around falling and swimming are both designed at emulating the genre, where these things are penalties but rarely “finishers” in and of themselves.

Guiding the GM

Notice it’s entirely a walkthrough for the GM on how to teach and share this, but also advice on how to manage all the characters and environmental bits through play in a step by step process.

Obviously, your own notes can be as sketchy and light as will work for you – however, here I am, 4 years later, reading something I don’t remember writing (thanks chemo!), and going “Oh, yeah, this makes sense” because I was smart enough to write it for others.  Always assume you will be tired, half fried from work, and perhaps stressed by the time game night rolls around – so you might as well put in the work now to make it easy for future-you to be able to play the game as easily as possible.


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