Menu
News
All News
Dungeons & Dragons
Level Up: Advanced 5th Edition
Pathfinder
Starfinder
Warhammer
2d20 System
Year Zero Engine
Industry News
Reviews
Dragon Reflections
White Dwarf Reflections
Columns
Weekly Digests
Weekly News Digest
Freebies, Sales & Bundles
RPG Print News
RPG Crowdfunding News
Game Content
ENterplanetary DimENsions
Mythological Figures
Opinion
Worlds of Design
Peregrine's Nest
RPG Evolution
Other Columns
From the Freelancing Frontline
Monster ENcyclopedia
WotC/TSR Alumni Look Back
4 Hours w/RSD (Ryan Dancey)
The Road to 3E (Jonathan Tweet)
Greenwood's Realms (Ed Greenwood)
Drawmij's TSR (Jim Ward)
Community
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Resources
Wiki
Pages
Latest activity
Media
New media
New comments
Search media
Downloads
Latest reviews
Search resources
EN Publishing
Store
EN5ider
Adventures in ZEITGEIST
Awfully Cheerful Engine
What's OLD is NEW
Judge Dredd & The Worlds Of 2000AD
War of the Burning Sky
Level Up: Advanced 5E
Events & Releases
Upcoming Events
Private Events
Featured Events
Socials!
EN Publishing
Twitter
BlueSky
Facebook
Instagram
EN World
BlueSky
YouTube
Facebook
Twitter
Twitch
Podcast
Features
Top 5 RPGs Compiled Charts 2004-Present
Adventure Game Industry Market Research Summary (RPGs) V1.0
Ryan Dancey: Acquiring TSR
Q&A With Gary Gygax
D&D Rules FAQs
TSR, WotC, & Paizo: A Comparative History
D&D Pronunciation Guide
Million Dollar TTRPG Kickstarters
Tabletop RPG Podcast Hall of Fame
Eric Noah's Unofficial D&D 3rd Edition News
D&D in the Mainstream
D&D & RPG History
About Morrus
Log in
Register
What's new
Search
Search
Search titles only
By:
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Menu
Log in
Register
Install the app
Install
Community
General Tabletop Discussion
*TTRPGs General
Status Quo vs. Designed Encounters
JavaScript is disabled. For a better experience, please enable JavaScript in your browser before proceeding.
You are using an out of date browser. It may not display this or other websites correctly.
You should upgrade or use an
alternative browser
.
Reply to thread
Message
<blockquote data-quote="SHARK" data-source="post: 180363" data-attributes="member: 1131"><p>Greetings!</p><p></p><p>Hmmm...interesting discussion.<img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /> I must say that it is certainly important to have different scaled encounters, but the players should know that not every encounter is going to necessarily be one that they can emerge victorious from. In my campaign, I have humbled the party often. They must retreat, or die. They have lost blood, magic items, pride, and even some friends, because they refused to retreat and admit defeat.</p><p></p><p>Later on, when they are more powerful, and have done research, and really geared up for stuff, they then have a better chance of success. I just don't usually design encounters so the party can just walk right over them. There are some encounters that are obviously lower level, but the encounters are always designed as to "what makes sense for X to be here?" If it makes sense for X to be there, then it is. If that means that the cave complex is guarded by lower-level Orc warriors, then so be it. If on the otherhand, the party has infiltrated an ancient vampire lord's castle, then they can expect death and fire to be their portion, less they are especially cunning, and have prepared themselves for war in every way, and have the greatest of courage and faith. That particular area is just going to be lethal in every way, and even in the best of plans and skill, there is still only a chance of victory.</p><p></p><p>The players need to be made aware that they live in a dangerous, vicious, ruthless world. This savage world shall crush every ounce of trust they have out of them; This dark world shall with great, vice-like hands, squeese every drop of compassion out of them and discard them like the used husk of an orange, tossed into the gutter; This dark, violent world shall make demands that they be prepared for war, blood, and death, less they be driven insane; Finally, if they are to avoid an early death, and tossed into a grave of soggy, rain-swept ashes, they must gather within themselves a bright, unbending courage, and an absolute faith to stand fast in righteousness. Anything less, and the world shall devour them like a pack of ferocious jackals.<img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /></p><p></p><p>Semper Fidelis,</p><p></p><p>SHARK</p></blockquote><p></p>
[QUOTE="SHARK, post: 180363, member: 1131"] Greetings! Hmmm...interesting discussion.:) I must say that it is certainly important to have different scaled encounters, but the players should know that not every encounter is going to necessarily be one that they can emerge victorious from. In my campaign, I have humbled the party often. They must retreat, or die. They have lost blood, magic items, pride, and even some friends, because they refused to retreat and admit defeat. Later on, when they are more powerful, and have done research, and really geared up for stuff, they then have a better chance of success. I just don't usually design encounters so the party can just walk right over them. There are some encounters that are obviously lower level, but the encounters are always designed as to "what makes sense for X to be here?" If it makes sense for X to be there, then it is. If that means that the cave complex is guarded by lower-level Orc warriors, then so be it. If on the otherhand, the party has infiltrated an ancient vampire lord's castle, then they can expect death and fire to be their portion, less they are especially cunning, and have prepared themselves for war in every way, and have the greatest of courage and faith. That particular area is just going to be lethal in every way, and even in the best of plans and skill, there is still only a chance of victory. The players need to be made aware that they live in a dangerous, vicious, ruthless world. This savage world shall crush every ounce of trust they have out of them; This dark world shall with great, vice-like hands, squeese every drop of compassion out of them and discard them like the used husk of an orange, tossed into the gutter; This dark, violent world shall make demands that they be prepared for war, blood, and death, less they be driven insane; Finally, if they are to avoid an early death, and tossed into a grave of soggy, rain-swept ashes, they must gather within themselves a bright, unbending courage, and an absolute faith to stand fast in righteousness. Anything less, and the world shall devour them like a pack of ferocious jackals.:) Semper Fidelis, SHARK [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
*TTRPGs General
Status Quo vs. Designed Encounters
Top