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Encounter Design

Tweet I”ve started working on my two Savage Worlds games for Orccon 2012. Since one of the games is going to be in a fantasy setting (the game’s called “The Hall of the Munchkin King”), I’ve been thumbing through the Fantasy companion for ideas and inspiration. While flipping through the monsters in the back of the book, there was a little paragraph about encounter design, balance, etc. I can’t remember it exactly, but the gist was “forget balance. Make the encounter that makes sense for the story. If it’s too difficult, the players will have to come up with another plan.” Halle-frikkin-lujah! Let me back up a bit and talk about immersion. Immersion is the brass ring of RPGs. GMs always (or should) strive to give their players immersion into their character and the … Read entire article »

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