Creating Encounters

Often overlooked, the task of creating encounters is one of the absolute most important duties of the DM, and, indeed, one of the most important in the game as a whole.

Encounters should be:

In more detail:

Elements of an Encounter

Challenge

Not every encounter has the same challenge level. In general, there ought to be roughly three challenge levels:

Why not "low"? See above point about encounters not worth having.

But what do these categories mean? Well, in general, it's about risk: how much is at stake? And this is where traditional combats often fall apart: since the likelihood of PCs actually dying is so incredibly remote, there is little to no default risk.

Killing the PCs: Don't Bother Trying

Even if the PCs legitimately feel that their lives are threatened, these are battle-hardened warriors who, by definition, are willing and accustomed to risking their lives. Thus, if there isn't something else at risk besides the lives of the PCs, there isn't much risk at all.

PC's always win; it's a truism. Why? Simply put, killing the PCs ends the story; it prevents any more realization of all the effort put in by PC and DM alike to flesh out the story. It's simply not worth losing all that to punish a few poorly-chosen actions in combat. But there's something else going on here: namely, an assumption about the meaning of "win".

In most combats, the PCs are trying to stop their enemies from doing what they're doing--usually, it's something bad, that often involves killing them. But what exactly does the enemy considering "winning"? Killing them all? Destroying the world? If so, he's in for some disappointment, as his idea of "winning" is simply not compatible with the game. Thus, the PCs must win.

But what if "win" means something else? What if some invisible, guiding force (read: the DM) could help the bad guys achieve something for a change, even if killing the PCs is impossible? Their lives and freedom may be sacrosanct, but might they have something else to lose?

What Is At Risk

For any given encounter, something must be at risk. The PCs' time and physical well-being do not count...it must be something else. So what do PCs have that can be endangered? Here's a quick list of possibilities:

;Mechanical Resources:

;Long-term Health:

;Roleplaying Risks:

;Plot Risks:

Encounter Types

The basic list:

Combat

Weapons out, damage will be inflicted. The victory condition: outlast your enemy.

Combat is well-understood, and has received all too much attention from systems past. Still, it is worth explaining in some detail here.