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Design Encounters That Reward Cooperative Play

D&D has always been a game where players work together to accomplish a common goal rather than compete against each other for a prize. It is a game where the DM provides a backdrop for character conflict. Players are likewise not competing against the DM. Instead everyone should collaborate to create a great story and a fun experience.

In order to provide a backdrop where players can develop their characters, we need to let go of the tendency to design encounters to challenge the party’s damage output. The story should advance by developing such themes as characters actively helping others, conquering foes, and overcoming afflictions or wounds. If we use valid rewards for contributing to a team effort this will inspire others to reciprocate.

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Designing Social Encounters

Creating combat encounters is a lot easier than creating social encounters in D&D. When it comes to combat most DMs have a really clear idea of what they need to do to prepare. Social encounters by their very nature tend to be less predictable, catching many DMs woefully unprepared for the decisions and actions the party chooses. Although there are guidelines on how to set up and run skill challenges, more complex social encounters that rely on role-playing and interaction with NPCs can become more complicated than fighting Orcus himself.

Most social encounters are played out as skill challenges, if the DM even feels that there is a significant challenge involved. If the goal is merely to meet an important NPC or find out a particular piece of information while hanging out at a bar, than a little bit of role-playing may be all that’s required. However, if the goal is more complex and if there are consequences for failing, then a skill challenges is likely the best way to adjudicate the encounter.

The amount of work required by the DM to create these encounters is really dependent upon the group’s play style. If they’d rather just bash monsters with their weapons and spells, then social encounters will be looked upon as the filler between fights. But for groups that enjoy the role-playing side of things, a social encounter presents an opportunity for them to really develop their PC and use skills more heavily then they usually do during combat. Once you know which type of group you’re designing the encounter for then you can decide if you want to do it the fast way or take the detailed approach.

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How To Make Your Players Feel Heroic

I’ve realized of late that I enjoy designing tough encounters. Encounters where perhaps the forces border on overwhelming. Where encounter after encounter my players are being pushed to the brink. It’s almost like a test of endurance, can they take just one more encounter? Will they prevail or will I have finally pushed them too far?

Much of my motivation for designing encounters this way comes from taking too many extended rests with daily powers unused and healing surges remaining. These extended rests haven’t been taken because we though we needed them or could get away with them. No, they came about because we had completed the adventure. In short as a player in 4e there have been few encounters that I feel have truly pushed myself and other players to the edge.

Of course what I have also realized is that making every encounter a slug fest, where at the end of the final encounter the party is completely out of resources is also boring. Furthermore, my players are beginning to wonder if I’m out to kill their characters. When the time for an extended rest rolls up they have a look of relief on their faces. Instead of a feeling of satisfaction or euphoria at completing the encounters, they are just glad it’s over.

I realize that while I’m challenging the players, I’m not creating moments for them to feel truly heroic. As a result I’ve developed a series of guidelines to assist me in my adventure design.

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Using Player Behaviour To Influence Your Encounter Design

Does your archer always shoot an arrow at the enemy furthest away thinking that monster is the leader? Does your defender always attack the first monster he sees? Do your players constantly scan the battle map for hidden pit traps? Have you noticed that your players always use the same powers in the same order during every combat?

If you’ve answered yes to one of these questions or questions just like them then you have an incredible opportunity before you. Your players have presented you with the opportunity to design encounters based on their expectations and behaviour. As a DM you are about to have a great deal of fun designing and executing these encounters.

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Designing Encounters That Can’t Be Beat (Part 1)

Rarely should the DM intentionally design an encounters that can’t be beat. However, there are times when the DM finds it necessary. I am not stating that all encounters should be designed as a player killers or deliberate total party kill encounters. Nor am I talking about introducing a villain that the characters will fight in ten levels, only to have them attack him at first level. This series explores the reasons behind why the DM might feels it’s necessary to design an encounter that can’t be beat and how to pull it off.

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How To Use Traps To Make Combat More Intense

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Paladin – What was that?

Rogue – Sounds like you stepped on a pressure plate.

Paladin – I thought you were keeping an eye out for traps?

Rogue – So I missed one.

Paladin – Is that supposed to make me feel more comfortable about the situation?

Rogue – Honestly, how did you get this far in life? Hold still, let me look… I said hold still, stop with the squirming.

<clank … clank … clank>

Paladin / Rogue – What was that?

Cleric – I have a bad feeling about this.

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Adventure Builder Workshop: Encounters

A great campaign is comprised of many elements and villains, locations, story, and henchmen are all required to bring things together. However, it’s the individual encounters that allow you to weave the story together. Encounters are the meat and potatoes, and are often the most memorable aspect of the entire campaign.

This is the fifth installment of the Adventure Builder Workshop, based on the seminar presented by Wizards of the Coast at GenCon this year.

To read the complete series visit the following articles: