Krensky
First Post
The temple is in ruins. The water weird is an elemental haunting.
Ok, so there's no story tied to the weird, it's just a monster there to be overcome. Is there a MacGuffin beyond the elemental, or is it just a danger of exploration?
Tell me more about the difference between "a good game encounter" and "an interesting story or plot beat".
"You know, I think I'll stick a water weird in the bathroom because it sounds cool, is level appropriate, and it fills out my XP track for the rate of advancement I want. Oh, and making it so the players need to use a skill challenge, sounds nifty too." I realize this probably is not the exact design path taken, but from what you presented (ie, striped of all context) it fits just as well as anything else. It is also the impression I get from you discussion about making it up as you go and treating adventure design issues in a more or less purely metagame fashion.
"Hmm... Well the temple is abandoned. I know it used to be inhabited by depraved aboleth worshiping cultists who slaughtered themselves through backstabbing and poor impulse control. The players have come to expect normal cultist things, so what sort of things might depraved cultists in a dormitory type environment come up with to kill off their roommates, or at least to get a sick laugh? I know, elemental assassins in the bathroom!" A little contrived, but I needed something that fits the conditions of water elemental in the bathroom.
"Ok, the PCs have been getting pretty roughed up so far in the Temple of Unpleasentness. It's been one down beat after another as the PCs survive, but haven't done much else. Ok, so let's through something simple with some humor to it. Ok, so as they explore this area they'll find a securable bathing complex. The PCs could use a rest. After some R&R roleplay, something in the water should jump the bathing PCs. Well, a water element makes sense and would be flavorful. Let's start with that." A bit weak, but again, I'm working with a odd (to my typical play) target condition.
Either the simulation (cultists using weird assassination methods) or the narrative (gratuitous hot springs scene goes bad) ones would be my typical methodologies, largely depending on how 'serious' the game I'm running is.
What is the difference between "a gamist construct" and making a judgement about "the needs of the scene"?
The gamist construct is centered around mechanical challenge and driven by mechanical priorities over dramatic ones. In this case, I'd determine about how long I want the PCs to have to take to move the rock in place based on the dramatic motivation of the scene and the layers goals relative to how long the encounter's taken, how much longer the player's will remain interested, and at what point I think the players will say: "Aw F-it. We want to get past this thing. Here's 4 action dice. We're buying a Flash-Forward. Let's move on to something else."
Now, typically I wouldn't stick them in a situation where something is trying to kill them while they have to flail around looking for the right set of conditions or actions (even if I choose one of their flailings on the fly rather then making them stumble onto the 'right' ones) in order to overcome the NPC I tossed into the scene.
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