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<blockquote data-quote="Minigiant" data-source="post: 5964802" data-attributes="member: 63508"><p>This article and thread highlights the 3 DM approaches to encounter building.</p><p></p><p>The first type of DM is concerned with what happened BEFORE the encounter. This is the more narrative+simulationist view. The DM puts in the encounter what the nonplayer characters would have independent of the player characters. The rich Duke has many minions because he is rich and can afford them. The orcs have axes and bows as they are primitive and lack standing forges. The noble has Heraldic lore because he has to know coats of arms to deal with other nobility. The subject of balance is less of a matter as the encounter has what is organically sensible instead of worry what will happen when the PC show up.</p><p></p><p>The second type of DM thinks about what happens DURING the encounter. Throw is the more narrative+gamist approach. They worry about how much damage the enemies deal compared to the health and healing of the PCs. This DMs are more likely to add allies to the foes to cover weaknesses or extend the encounter. The duke gets a mage henchman or magical helm to dispel any attempt to use Charm Person on him. He also gets an ogre to suck up the damage an still live if the heroes have an Area of Effect blasting wizard. This is where Role info and spell list is needed as balance is a concern.</p><p></p><p>The last DM type is more concerned on what happens AFTER encounters. It is more gamist+narrative as it is more railroady if done a lot. If the DM want the first 3 encounters to be cakewalk, he'll only use 3-5 orcs in the first few areas of the dungeon. If he wants the heroes to consider running back to town for help after the first battle, then there are 20 orcs at the door. If he wants the noble to be hard to defeat but have a glaring weakness, then he'll add more orc bodyguard but have the orcs keep goblin captive that might turn on them. Here encounter information is important as the DM like to know what is more likely to happen.</p></blockquote><p></p>
[QUOTE="Minigiant, post: 5964802, member: 63508"] This article and thread highlights the 3 DM approaches to encounter building. The first type of DM is concerned with what happened BEFORE the encounter. This is the more narrative+simulationist view. The DM puts in the encounter what the nonplayer characters would have independent of the player characters. The rich Duke has many minions because he is rich and can afford them. The orcs have axes and bows as they are primitive and lack standing forges. The noble has Heraldic lore because he has to know coats of arms to deal with other nobility. The subject of balance is less of a matter as the encounter has what is organically sensible instead of worry what will happen when the PC show up. The second type of DM thinks about what happens DURING the encounter. Throw is the more narrative+gamist approach. They worry about how much damage the enemies deal compared to the health and healing of the PCs. This DMs are more likely to add allies to the foes to cover weaknesses or extend the encounter. The duke gets a mage henchman or magical helm to dispel any attempt to use Charm Person on him. He also gets an ogre to suck up the damage an still live if the heroes have an Area of Effect blasting wizard. This is where Role info and spell list is needed as balance is a concern. The last DM type is more concerned on what happens AFTER encounters. It is more gamist+narrative as it is more railroady if done a lot. If the DM want the first 3 encounters to be cakewalk, he'll only use 3-5 orcs in the first few areas of the dungeon. If he wants the heroes to consider running back to town for help after the first battle, then there are 20 orcs at the door. If he wants the noble to be hard to defeat but have a glaring weakness, then he'll add more orc bodyguard but have the orcs keep goblin captive that might turn on them. Here encounter information is important as the DM like to know what is more likely to happen. [/QUOTE]
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