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aaw7272

Question on building encounters

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Is there any rule (Beta or house) that looks at how to build an encounter to challenge characters of different experience point accumulations? 

Aric

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aaw7272 said:

Is there any rule (Beta or house) that looks at how to build an encounter to challenge characters of different experience point accumulations? 

Aric

Short Answer: Nope, not a thing.

However, given the Beta was more about testing the crunchier aspects of the game (namely the dice system), it's a safe bet that there will be advice of this sort, either in the EotE corebook or in the GM Kit.

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Hey! I'm from the future! Episode 7 turns out to be a copycatting flop!

Edited by Neo ra

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My question is, what defines an encounter? Is it strictly a single action or interaction? Can exploring an old castle be one encounter? Or is each room a separate encounter?

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My question is, what defines an encounter? Is it strictly a single action or interaction? Can exploring an old castle be one encounter? Or is each room a separate encounter?

Yes. ;)

Seriously, this is one of those things that I think is best left up to the GM, and common sense.

If you’re running through the castle at maximum speed the entire time, and you run through the whole thing in less than an hour, then perhaps the castle itself and everything in it is just one encounter.

If you’re going through the caste more carefully, and each room takes about an hour to clear, then maybe each room is an encounter.

What makes the most sense for you and your story? What makes the most sense from a narrative perspective?

RLogue177 likes this

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I try to look at it from a cinematic perspective (full disclosure: I am not, nor have I ever been, a film student). If it's a "scene" in a movie or television show, then it's an encounter. If you've got half-an-hour of exploring the ruin/castle/starship, that can be all one encounter right up until the party runs into the monster/villain/MacGuffin/trap/etc. As soon as they start bringing a different skill-set to bear, and the focus of the story and storytelling shift, then it's a new encounter.

 

I've said this before in different threads, so I apologize for repeating myself. The Angry GM has a great (if wordy) series of articles on encounter and adventure design. Even if you're a veteran designer/GM, I think they're worth a read for clarifying and quantifying some of the "rules" you've got rattling around in your head. Just my $0.02.  :) 

bradknowles and RLogue177 like this

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