What Makes an Encounter Exciting?

Varianor Abroad said:
All good points.

However, I think if every encounter is AWESOME and THRILLING then it quickly raises the bar and makes it harder to do so. I'm not saying don't do it. Do it. But sparingly. Even short encounters can be fun when handled right.

Whereas if every (action-oriented) encounter is NOT AWESOME and THRILLING, I'm left wondering why I'm playing it out.

I can see the use of an occasional 'mook' encounter where the PCs roll their opposition without even trying and with nothing at stake - but those, IMO, have even more need for interesting scenery. These encounters are opportunities for the players to bring their own awesome, unfettered by practicality. These, however, should be the encounters done sparingly.

Now, I expect a campaign to top out around 24 sessions (one year of biweekly gaming, with two breaks), and to top out around 25-30 action scenes (I consider this a more apt description than 'encounter' or 'combat,' because it includes all forms of action/adventure and excludes the quiet personal scenes in-between). Of those, I would want maybe 1-2 to be overwhelming and force the PCs to be captured or retreat (or come up with a truly awesome plan), 5 or so to be mook encounters where the PCs roll their opposition, and the rest to bring the Awesome.
 

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Raven Crowking said:
What the title says. Please be as specific as you can.

- Interesting tactical environment.
- Opponents being clever.
- PCs being clever.
- Important stakes.

Also: Non-exciting encounters to provide a contrast for the exciting ones.

This doesn't mean that the non-exciting encounters need to outnumber the exciting ones. But there should be a scattering of them around the place.

Asmor said:
Keep cramped areas to a minimum. Not being able to maneuver is not fun. Make sure every hallway in your dungeons is at least 10 feet wide. Not very realistic, but very important for running fun encounters.

Not necessarily correct.

The obvious counter-example is the confrontation between Gandalf and the Balrog in Moria.

In general, though, such constricted areas are interesting when set in contrast to more open areas. And, more particularly, when such constricted areas create tactically interesting options.

Rechan said:
I personally have trouble coming up with good location fights, because often the terrain doesn't allow for it. Like: "You're in a forest." Or "You're in a city." There's only so many "You're in a burning building".

Do a YouTube search for "parkour" and you'll see what cities have to offer you.

In a forest you've got trees that can be climbed, provide cover, or both. Ravines and gullies can provide obstacles. Bramble and brush to slow movement. And so forth.
 

Beginning of the End said:
Not necessarily correct.

The obvious counter-example is the confrontation between Gandalf and the Balrog in Moria.

In general, though, such constricted areas are interesting when set in contrast to more open areas. And, more particularly, when such constricted areas create tactically interesting options.

I absolutely agree. Rules are made to be broken... But there's a reason they're rules. Figure out why the rule's in place before you break it, that way you know the consequences of breaking it and how best to utilize those consequences.

Also, you've just invoked my corollary. (see sig)
 

Lots of Gold Above

A few specific ideas, D&D worded in parts:


• More than one creature type or more than one source of danger;
• More than one reward or goal at stake, requiring choice;
• Two targets being menaced; two villains making different escapes;
• A time limit as some doom visibly approaches (overwhelming allies for foes, the descending ceiling, the ritual draws near completion);
• A time limit as some advantage or goal is imperiled (the fire gets closer to the map, the blade descends towards the sacrifice);
• Villains that trash-talk and otherwise roleplay, taunt and demonstrate that "hey PCs I can hear you talking to each other planning your actions, guess I better kill that wizard before he casts that Fly spell on the Fighter";
• Weaker "mook" foes that let the PCs show they are bad-ass, use their Cleave feats as well as the make-em-sweat scream-for-your-mommy uber-monsters.

In part this contributes to hitting the interests of all players' characters, giving everyone something to do, and making players make choices that are not predictable to the DM ~ giving the DM something to be entertained by.
 

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