My New Campaign: Dynamic Encounters

I’ve been playing and reading roleplaying games for decades now. Something I’d noticed, mostly because the exceptions stand out so much, is how static things tend to be.

Specifically, encounter areas are usually pretty fixed. A stage is set and then… doesn’t change. Sometimes there are hazards present (drops from heights, dangerous materials creatures can fall in), but that’s about it.

The really interesting and exciting encounters have changing circumstances.

  • Moving terrain or objects: in a working mill or large clock.
  • Escalating situation: a flooding room or burning building.
  • Reinforcements, either triggered, random, or ‘scheduled’.
  • Multi-phase fight, where creatures (usually the boss) change form, powers, or tactics… or a mix.
    • I have most often seen these in JRPGs, but not often in TTRPGs outside D&D 4e.

A common element to all of these is that the dynamic elements are largely outside PC control.

Several games take steps to change this.

  • Fate locations often have aspects that can be triggered by spending Fate points.
  • Conan 2d20 have something similar, triggered by spending Momentum (PCs) or Doom (GM). There are some common changes (reinforcements are almost always an option). Some are specific to individual characters or to the location.
  • Daggerheart has something similar, triggered by Hope or Fear points.

All of these are largely driven by metacurrency (Fate, Momentum/Doom, Hope/Fear). I’m not set against that, because it provides a balancing mechanism of sorts. On the other hand, it can feel dissociated, and that does not feel good.

Sneak Attack Press has a couple titles that take a different tack. They have each been released for D&D 4e and 5e, and Pathfinder 1e and 2e… I’m looking at the Pathfinder 1e version.

Advanced Encounters: Terrain Toolbox is the most directly related title. This title provides many examples of interactive terrain elements that can be used against or by the PCs. Some are as simple as barrels with volatile contents (learning to use barrels in Doom was valuable). Others are destructive or manipulable terrain: push down a crumbling wall, collapse the ceiling, or close and bar a door. Some are hazards that can be exploited.

Some of these can be used in the same fashion as the other games, by expending metacurrency… but they don’t have to be. One big difference here is that exploiting the features often is a deliberate act by a creature. A PC can choose to shoot the exploding barrel, and doesn’t need to spend metacurrency. Defenders can take advantage of their preparations and drop the crumbling wall on the invaders… or invaders get the high ground and bury the defenders.

Advanced Encounters: Alternate Objectives goes another way. This title doesn’t manipulate the area, but the assumptions and goals of encounters. ‘Kill Everything’ usually works, but having a different goal can change the nature and activity of an encounter.

The combination of exploitable terrain elements and alternate objectives gives opportunity for greater encounter variation. This combination can also reward attention and clever choices during an encounter. I especially like that it can be consciously applied: it doesn’t depend on metacurrency or dissociated mechanics.

The metacurrency approach isn’t all bad, though. Sometimes you just get lucky. Few can cause the wind to shift at just the right time to make a sailboat’s boom sweep the deck. I mean, druids or air benders or wind priests or something, sure, but mostly nobody can do that.

Closing Comments

Published adventure encounters are often pretty simple:

  • PCs meet opponents in a place;
  • Places have different decorations but otherwise are just places;
  • Survivors (PCs, usually) move on.

A tried and true formula, but like most such, somewhat stale. I want to do better.

Planning to have interactive, exploitable terrain elements and objectives beyond ‘kill everything’ can get me most of the way there. A small amount of metacurrency options can also be helpful for things that otherwise are ‘luck’.

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