Encounters and Design

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Abilities Outside of Combat: While some abilities are restricted in uses per encounter, this doesn't mean that they can’' be used outside of a combat setting. Many of these abilities are designed with encounters in mind, but outside of stressful or challenging situations they are still available for characters to find creative uses for. Such abilities are typically usable every few minutes, as appropriate for your group and the pace of your game.

What is an Encounter?

An encounter, in Legend, is any situation where player characters are challenged, threatened, or have the opportunity to gain something of value. Encounters should generally have some narrative significance. For instance, a party of 10th-level characters isn't really threatened by a couple of 2nd-level bandits and won't get anything useful out of them, so there's not much point in making an encounter out of it. On the other hand, dozens of individually-weak bandits might form a Myriad (a sort of mob or swarm monster) that a more powerful foe might hurl at the player characters to wear them down as part of a larger encounter. Similarly, if simply encountering a creature will wipe out the player characters, you could instead make an encounter where the creature is basically a part of the environment (like 1st-level students fleeing as a giant radioactive iguana rampages through their high school) and is probably as much you need to make of the situation.

As the GM you'll throw multiple encounters at your players to challenge them over the course of your game to resolve their characters' conflicts within the world, bring excitement to their adventures, add difficulty to what they wish to accomplish, or just to make things more interesting for the game. Typically, a Legend encounter models a specific conflict or challenge that can be resolved quickly. In a combat encounter, this means a single skirmish or battle between known antagonists that are powerful enough to challenge each other.

Since an encounter is an abstract measure of time it can vary somewhat in length, but certain abilities work only a certain number of times per encounter. These sorts of restrictions are meant to model special moves, limited resources, or otherwise exhaustible abilities that can be used in the space of a short conflict, but not constantly or with regularity. As such their use is restricted and will take recovery time before the next encounter, but not so much that they won't be ready if/when the next wave comes. Since many abilities in Legend have this restriction and require downtime once exhausted, it's important that the heroes get a chance to breathe once in a while before moving onto the next challenge. Stringing what would normally be separate encounters into a constant stream of angry orcs, attack helicopters, or black lightning elementals is a very easy way to kill off player characters and should be cautioned against if you wish the adventure to continue for long.

On the other hand, many conditions and effects automatically wear off at the end of an encounter, so it can make sense to send a large number of weaker opponents (typically modeled in the mook rules) at the player characters, allowing conditions and terrain-altering abilities to accumulate and wear them down. Handling the flow of your encounters over a scene can be a touch-and-go process which this chapter is meant to help you deal with.

When building an encounter, or the series of encounters, in a game session or an entire adventure, Legend offers tools for you to accomplish three major goals:

  • first, to keep the stories and creatures in your group’s game world alive and interesting;
  • second, to preserve the internal game balance that Legend is built on;
  • and third, to provide interesting combat and non-combat encounters that will challenge your players without leaving them helpless.