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Sunday, October 23, 2011

Quality Encounters: Part III

Encounters should do the opposite of what you want to do with meetings: lead to another encounter.  At least in the sense of hooking players with some element, some component of the encounter that will lead them to another encounter, which hopefully do the same until you get to that culminating encounter that caps it all.

After all, the point of an encounter is conflict and its resolution.  In that sequence of stimulus and response you want to pave the roads that will lead your players to the next and further encounters.  Of course, what illustrates this better than examples?

Let's give our players a typical encounter with bandits in the woods.  Now, I'll leave all the fun gooey portions for you to explain, so that this encounter is something that fits into our previously covered quality encounter discussions.  Here, the point is that we need to hook our players (plot hook, get it?).

Now our good bandits are perhaps nothing special.  Heh.  On them however, is a note.  A note outlining your next encounter (read: conflict) that you want to tempt the players with.  But, that's not all!  No, not even.  After all, try to never let your player's think they only have one path to take that they haven't chosen (more on this in a further post).  Another fine bandit is wearing very rich and noble clothing that obvious didn't belong to him and did to someone else.  And not too long ago, either based on their good condition.  Add in a name stitched inside, a coat of arms or someone other recognizing symbol and you've number two plot hook inserted.

Let's see.  I like threes at a minimum (and often insert more but hey, its an example) so we are going add a further element.  One of the bandit (same, different, etc.) manages to yell out (or cough out in a gout of blood, mutter as he dies, etc. you add the flavor) a name, one that seems tantalizingly familiar.

There we go.  Now we have three neat little hooks to further encounters.  The note could be something written by one of them or stolen from someone else, such as a messenger or a person that the player can find or research.  Provide a hint in the notes itself.  Oh, and give them a damn note in real life too.  The clothes can belong to a nobleman or esteemed person (the same as the note?  Say it isn't so...) who can be found perhaps in the woods or back in town relating his tale of woe.  The name uttered could be many things but should be something that leads the players towards your conflict.  A place, a person, a thing, myth, legend,the possibilities are endless.

The point is never let an opportunity pass you by.  Don't have encounters that are self ending.  They should lead somewhere or they should happen.  Conflict always happens for a reason.  People know this and see it in life.  Don't invalidate their belief by throwing out a conflict that breaks their ability to believe in it.  Even if they don't know the reason, you should so you can hint at it later.


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