Do scenarios need a BBEG?

Dr Simon

Explorer
There's something dramatically satisfying about closing an adventure with a fight with some sort of 'boss monster', and it's a concept that's been inculcated in my adventure-designing mind ever since the humanoid chieftans at the end of every branch of the Caves of Chaos back in KOTB (and then the Kopru on the Isle of Dread...).

But does it *really* matter? Can one design a satisfying adventure that doesn't require a climactic confrontation? I use the word 'confrontation' because you could, theoretically, resolve matters non-violently (think of all those 'put the gun/detonator down, son' stand-offs in film and TV drama), but it would still involve a climactic situation of some sort.

The downside of assuming a climax is that it can lead to a certain amount of rail-roading or linear design, but conversely if you don't consider the possibility of something like that, does the game then simply devolve to killing monsters and nicking their treasure? Or, the PCs kill off the biggest monster in the dungeon early on, and spend the rest of the time on clean-up duty.

I'm not necessarily talking about a pre-defined rail-roady plotline, either. You could play a very open ended game but if there is a leading antagonist for the PCs then sooner or later there is going to be a climactic scene of some sort, unless they are extremely passive players who only ever react to events in the game. Perhaps if the opposing forces are completely impersonal it might work.

Has anyone experienced such a game that was fun to play?
 

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While it is nice to have a large something to overcome, it doesn't need, for my tastes, to be a monster or even involve a combat.

While BBEGs are traditional, they are not always the be-all-and-end-all of ways to end adventures or campaigns. We have had many great adventures and campaigns that dealt with more diffuse conspiracies, competing Rights, destruction of magical items, etc.

For us, the combat aspect is not absolutely necessary, but it can be fun, if not overused.
 

BBEGs don't work as well in a game as they do in a story unless you want to cheat with dice rolls. They either slaughter the PCs or die in a couple rounds.
 


lukelightning said:
BBEGs don't work as well in a game as they do in a story unless you want to cheat with dice rolls. They either slaughter the PCs or die in a couple rounds.
A properly designed one does.

Most of the PHB deals with combat. I start off by saying that to illustrate that it is a major function of the game. It might not be the BBEG but there's always some major combat or confrontation at the end of a campaign.
 

Can be really good... although IMO, no BBEG should be an exception - where the standard 'rule' would be a BBEG or other large ruck at the end of a campaign.

Been in a couple of memorable games where the climax of the action has not been a fight. Last one was a Star Wars campaign that ended in a freaky maze of difficult moral decisions. Albeit universe shaping ones. It rocked and really suited the tone of that game.

On the other hand, I strongly dislike the PCs = Spectators - 'having a big NPC battle described to you' campaign ending. Generally one which the players have laid the groundwork for, but get to take no part in. It's happened a few times with different GMs. May be selfish, but each time I've ended up feeling 'robbed' of entertainment. Soured some otherwise excellent campaigns. I don't care if they're gods! It isn't hard to find something for the PCs to do!
 

There need not necessarily be a BBEG in the traditional sense, but there sure as the Nine Hells better be some sort of climactic ending/confrontation/challenge thingy. Otherwise, what the Abyss is the goal? And what's the point?
 


Ditto PallidPatience. Gotta be something climactic and cool. If not a BBEG, then a BBEpuzzle, or a BBEgroupofmonsters, or a BBEmoraldecision. Something.

The key is to get the feel of climactic excitement, not to have something with really high Save DCs. The BBEG can actually be pretty easy to kill, but if all the PCs know is that it's an 18-foot-tall skeleton wreathed in black flames and wielding a 10-foot scythe, they're gonna be impressed. You, behind the player screen, don't need to tell them that it's actually just a Cloud Giant Skeleton, right out of the book, with an Entropic Shield effect on it because of the flames.

All the scariness is in the PC's heads, and when you describe that missed attack as shearing through the floor and shooting green sparks everywhere, they're going to be excited as heck -- even if they're 10th-level PCs fighting at CR7 monster.

EDIT: Glames? What the heck are glames?
 


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