der_kluge
Adventurer
I was thinking about this today.... Excuse me while I wax philosophical.
On Saturday, I played in our usual Shadowdark game. The GM is good, the game is fun, but as usual, the combats are usually kind of easy. This seems to be a failing on the GM's part - I think he has a general tendency to just under-estimate what we're capable of. But I made a comment about this a while back to another player, who had known this GM longer, and he indicated that he wasn't sure the GM wanted to run bunches of monsters. He tends to stick to just one or two (in this case, it was three), because it can quickly get out of hand, and bog the game down.
That got me to thinking about how one designs RPG encounters, because that line between tedium, deadly, and boring can be razor thin, and finding just the right encounter that can both be fun and engaging without being a TPK seems impossibly hard.
Shadowdark doesn't seem to solve this any better than D&D does - the numbers are just smaller. High level monsters also tend to be much deadlier - especially in Shadowdark, where things could just easily kill someone outright, or at least turn things to stone, or do insta-kill damage (things like a mummy, for example).
So, I don't know, are there any RPGs that somehow manage to do this better? Is there a better way to design encounters to hit this sweet spot?
On Saturday, I played in our usual Shadowdark game. The GM is good, the game is fun, but as usual, the combats are usually kind of easy. This seems to be a failing on the GM's part - I think he has a general tendency to just under-estimate what we're capable of. But I made a comment about this a while back to another player, who had known this GM longer, and he indicated that he wasn't sure the GM wanted to run bunches of monsters. He tends to stick to just one or two (in this case, it was three), because it can quickly get out of hand, and bog the game down.
That got me to thinking about how one designs RPG encounters, because that line between tedium, deadly, and boring can be razor thin, and finding just the right encounter that can both be fun and engaging without being a TPK seems impossibly hard.
Shadowdark doesn't seem to solve this any better than D&D does - the numbers are just smaller. High level monsters also tend to be much deadlier - especially in Shadowdark, where things could just easily kill someone outright, or at least turn things to stone, or do insta-kill damage (things like a mummy, for example).
So, I don't know, are there any RPGs that somehow manage to do this better? Is there a better way to design encounters to hit this sweet spot?