This will be a series on principles that go into setting up encounters and stuff in “fighty type” games, which, honestly, is a lot of RPGs. I had wanted to write a single post on designing monsters and after a half dozen tries, I realize I can’t do my usual “here’s one giant word mountain, I’m done” but I’ll have to break it up.
So, part one. (series links: part 1, part 2, part 3, part 4, part 5, upcoming part 6)
Challenge in RPGs
If you play sports, chess, go, most boardgames, the goal is generally to have a fair challenge where, if the ability of the players is equal, then things are 50/50, a toss up. That is absolutely not how you want things to work in RPGs. RPGs operate more like most videogames; the point is for the players to win, but to work at it in the process. There will be challenge in getting to win, but the game is built around the space and room for you to win.
So the game designers and GM are basically building systems and situations to facilitate that.
Unlike videogames, it is not assumed that you can simply reload/respawn and solve things by trial and error; there is an expected persistence of events and narrative, so you have an additional challenge that players are expected to not lose completely, and also unlike videogames, if you are a GM you probably don’t have people playtesting your scenarios.
So hopefully some of these principles in this series will help you mentally frame the way to do things in the game of your choice and get better outcomes for your group.
What is strategy?
Let’s start with a gross oversimplification, but a useful one, at least for the sake of game design and running tactical RPGs.
Strategy is what happens when players are forced to think, and make different choices than what they normally would.
Again, comparing to videogames – if you can buttonmash your way through a problem, you’re not having to apply strategy. If you have to think about combo, order of presses, timing, resources or recharge times, you’re having to start to think about it. If you can’t fall into your usual pattern, but you have to change it up? You’re also having to apply strategy.
Most RPGs generally set up characters to be very good at One Thing and players get into the habit of doing that One Thing all the time.
So your role is basically creating situations to bump people out of the One Thing, often (not always, not all the time, just often). And that isn’t to say the characters need to be doing What They’re Worst At (TM), just that they might have to change patterns sometimes.
Principle 1: Force players to change tactics
Be the architect of your own downfall
So, tying back to the beginning, the point is that the players will win, eventually. So when you design encounters or threats, you should be building them with an idea of having one of their vulnerabilities or a weakness available. That might be an obvious “fantasy style” weakness like “here’s a fountain of holy water, 2 rooms later there’s undead”, but it also includes things like terrain that is more favorable to the players than the monsters and so on. (edited to add, MOOMANiBE’s post on The Recognized Opportunity is a great example of what I’m talking about.)
Underutilized in most games, is to consider not just the general “morale” roll, but rather what happens when creatures panic or make bad choices and whether that can be a weakness as well. The classic evil sorcerer with minions might find themself having a hard time casting a spell when their freaks out and knocks them down running back from the heroes.
Principle 2: Make the enemy’s weakness or flaw a central pillar of your design. Plan TO lose.
Next time: Mechanical Levers and Decisions
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