[Warning this is a rambling post that doesn't stay on topic very well or at all really...]
I was explaining my style of DM’ing to someone and thought it might be something that someone else might get some usage out of. Or might just rile them up if they think differently but I’ve been riled up by the ‘wrong’ way that other people play only to eventually make a change in the way I play. [Ramble Alert!] As a prime example, I had a long discourse with someone about when to grant experience in Neverwinter Nights modules. I was still very much in the ‘per monster killed’ mindset. You kill a monster, you get experience. His was you awarded experience when the players reached a certain point in the game. Eventually, not then because he was being an ass about it but eventually, I decided that made a lot more sense to me as a DM. It takes away the [True Story Alert] meta-gaming aspect of XP “I only need 10 exp to level? I lean out the window and throw a dagger at someone on the street.” and makes it easier to balance things out if you have any kind of branching encounters planned. If there’s no way the players are going to be anything but 5th level by the time they make it to the Sacred Tombs you can build the Sacred Tombs way in advance and not risk them being 3rd level or 7th level.
I really don’t do trivial encounters; even back under older editions I stopped pretty early. I lean heavily toward combats that mean someone might get really hurt. (And yet I’ve killed fewer characters in 3 decades of GM’ing than I have fingers). My harshness is I make the players work for their victories and I enjoy the reputation I have as being harsh and deadly in spite of the fact that in reality I rarely kill anyone. I just make them know they were in a fight. You do have to kill someone every now and then though just to show them that they’re not immortal…
4th Edition really lets me go to town in this regard. Since the players are back to full after each fight and with limited options for them to spend their ‘working resources’ aka Healing Surges this means a) their work day is long enough that sleeping periods fall naturally rather than being forced by lack of resources and b) they can keep going typically for a few encounters even at the level+3, 4, 5′s that I toss at them.
Granted I haven’t really used a ‘dungeon crawl’ yet with 4th edition. Where there are encounter after encounter after encounter. But I have problems with those anyway. I’m as guilty as the next person early on in my career of having a series of rooms connected by passageways with essentially random monsters tossed into each one. Each battle very sandboxed, you fought these creatures and the ones just down the hall ignored the fight and patiently waited their turn to be slaughtered. Part of that was definitely a bit of “Oooh the party hasn’t fought one of these before, or this, or this, or this.” and I’d munge them all together.
Then I started doing themed dungeons, waaaaay back in the day when even the commercial modules were still very much a list of encounters built by rolling percentiles. The Swamps of [Clare] Grogan (Scottish actress that I thought was hot and I thought the name was very dungeony) which was a swamp themed dungeon, lizardmen (and women), giant snakes, crocodiles that went down for like 5 levels. The Lair of the Eternal Trickster, a dungeon comprised of probably 50% traps combined with creatures. Party would find or trigger a trap that alerted mechanical guardians or undead, creatures that could be ‘realistically’ parked in an alcove to wait for their queue and didn’t have any intelligence or programming that would allow them to respond to anything other than their set queues.
It was about this time that I started making dungeons smaller in terms of overall population and larger in terms of encounter population. Â Or I’d do the ‘obvious’ and stream the bad guys in as a seemingly never ending fight. Attack the guards in the front room and the guards down the hall would take a round or two to wake up, grab their gear and charge up, yelling for help which would get the guys in the next room up etc and so on.
I find myself now with fourth edition expanding further on this. Fewer encounters but more meaningful encounters. Perhaps I’m merely playing to my thoughts or the inclinations of my group but a series of trivial, everyone is down a surge or the cleric used up a couple of CLW’s fights bore me and I presume/assume they bore the players if there’s no story arc reason for the fight.
With 4th Edition I can fairly safely assume that the party will have a full set of hit points after each fight, when they reach the point they don’t then they’ll rest and recover them. Sure they might be down a Daily power or out of their Action Points but numerically Dailies just aren’t that big a deal, sure they can cut a round or two out of a fight or if everyone burns them on one boss cut that fight out of the day in short order. But they’re not a valid excuse to have a 5 minute work day. The only real valid reason to extended rest IMO is when you’re out of surges, not because everyone’s burned their daily powers.
But I digress. [Hence the disclaimer at the top of the article now]
To get back on point, I don’t personally see a need for trivial encounters. They spend valuable limited game time on something that is a foregone conclusion that the players will win and win without threat. Â The only time I plan on using trivial encounters, trivial meaning anything that’s not on the Moderate difficulty scale at least, is when they’re strung together as a series of encounters without a break or when they forward the storyline or add another element to the story.
Case in point, the [I've Got Crabs] encounter in session 2 of this encounter (yes I give my encounters goofy names in my notes), it was a fairly trivial encounter, the party was never in any real danger. But their focus on dealing with the crabs charging them rather than the crabs menacing the other huddled survivors of the slave ship on the beach cost one of those NPC’s their life. Perhaps a point lost on the group but still a point that I wanted to make an effort put out there and try to broaden their scope and awareness. Did it work? Doubtful. But I feel better for making the effort.
In my upcoming session I’ve got a skill challenge among others where the characters will try to escape the city. If they fail on any of the three rounds (I use my own skill challenge design) then it triggers an encounter or two with the ferals of the city. But these will be narrated out and the party will simply start the next round of the challenge a couple of surges lower. This will continue throughout the skill challenge. Â The only times I have planned to break out the miniatures is when it’s a fight worth playing through tactically. Â There will be days in their overland trek that will have them facing encounters but these are again just narrated out, “Over the last three days the lands have changed from tundra to low hills as you continue your homeward bound journey. Through the use of your skills you’ve managed to avoid most of the dangers of the lands although dusk of one night found you battling for you lives against a wolf pack lead by a strange black eyed wolf with boney spikes protruding from its joints. They were fought off through the use of your talents and the black wolf seemed to really fear the Torel’s abilities that were infused by the power of his god.” [Just made that part up but now I'll use it Saturday.]
In this particular instance the success or failure of the challenge will cost them surges that they won’t have for the next round. And of course, obviously?, there will be a tactical encounter at the end of the skill challenge and their success or failure at the challenge will have a direct impact on that encounter. (in more ways than one but I won’t spoil that right now in case they read this before Saturday).
1 comment
Anonymous says:
December 10, 2009 at 12:53 am (UTC -5 )
Interesting post. I’d never really thought about advancing characters at set points in the story as opposed to at a certain, completely arbitrary XP level. I might have to use that in an upcoming campaign.
Also, I just stumbled upon your blog after finding a copy of your 4e module template in a DM’ing forum. I have to say– great work. I’m definitely going to be using the template (with proper attribution, of course), and I can’t wait to come back and look through some of your old posts where I have a feeling I’ll get some more good ideas. Thanks!