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?
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?