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Zeneak
Monday 09-01-2008, 07:29 PM
I was just wondering, i saw a thread on her about how you create your campaigns and adventures, but how does everyone come up with and set up their own encounters? the little things that patch a story together, you know the stuff people remember the most. ^_~ the little things in life.

Personally i come up with several small random encounters, weed through them and find the ones that progress the story line and make my own little random encounter charts, or not so random encounters i throw in when they are necessary.

ignimbrite
Monday 09-01-2008, 07:49 PM
It totally varies, in the past I have create loosley level appropriate random encounter charts that are specific to the region and campaign.
If it is in a dungeon then the whole thing is fairly carefully constructed and there are no random encounters.

Zeneak
Monday 09-01-2008, 07:58 PM
what about your starting point? that is really something i am interested in, what is your creative process, what i had ment with what i do, is that i will make random things, and then flush them out into the story line, not truely random, just working significance into that which starts with none.

nijineko
Monday 09-01-2008, 08:17 PM
heh. i typically use free association to get things going. to give an example: i will think... okay. bridge. party needs to cross the bridge. dude wants to stop them from crossing. so. how can i make this old timeworn stereotype really, really, cool? and then i'll start coming up with a hundred variations or so, and i'll just pick one that i've never done before, haven't done in a long time, can be made to tie into a player/character interest somehow, ties into a background of a player or character or npc, or one that just sounds or "looks" interesting.

other times i have this snapshot in my head of a really cool fight scene, and i try to figure out how i might bring it to pass. i still have this move for one of my characters that i'm just waiting for the right environment to use in. he is so totally going to rule the battlefield if we ever happen across that particular environment.

different things make an encounter memorable. sometimes it's the opponent being fought. other times it's the environment being fought in. and sometimes it's just the smack talk regardless of who or where. there are more possibilities, but these are the big ones that are quick and easy adjustments. =D

DMMike
Tuesday 09-02-2008, 04:43 PM
I'll imagine several encounters that advance the plot, and then throw in level-appropriate (or not) encounters that are at least minimally related to the plot.

My plots advance fairly easily since I just ask myself WWVD (what would villain do?), and the darn troublemaker ends of creating work for PCs. The other encounters mostly involve adding flesh to the campaign world, like social interaction, ecological situations, and even cultural color through history or religion.

Valdar
Tuesday 09-02-2008, 05:56 PM
Some adventures lead you to a single monster theme- I've run story arcs that rely on Dragon-themed (Kobold, Dragonborn, Dragon), Undead (Zombie, Skeleton, Ghost, Spectre), Fey (Gnome, several custom mobs), Fiendish (Tiefling, some devils, hell hound), and Shadow (dark ones, shadowbats, etc.).

Skill challenges are tough to work in- they take a little more design than combat encounters, even when creating custom monsters.

Speaking of custom monsters, some sort of spreadsheet would be handy for those, now that we know the system for creating them- something that will spit out the base defenses, attacks, etc. for a creature so you can then "skin" them with your own description, custom abilities, etc...

wizarddog
Wednesday 09-03-2008, 01:17 AM
I usually want all the creatures/encounters, if in close proximity, have a reason to be related. Like I expect a group of gnolls may have some hyenas' as additional guards to make the encounter hit my XP budget. I have found 4e samples of encounters to be somewhat eclectic. What are two wraiths and an ocrher jelly doing together? Just doesn't seem right.

So I have been swapping out things like Guard drakes and placing wolves and hyenas. That seems more "realistic" than a tall dragon 2 legged like creature being domesticated. Undead like zombies and skeletons are great filler because they can be ordered not to attack allies.

That may be why most DM's are miffed about the monster manual having very few animals.

tesral
Wednesday 09-03-2008, 01:45 AM
What is the story we are trying to tell?
Is the encounter a primary plot device or a red herring?
What is the background of the NPCs, does it matter to the plot?

I put a lot more background that the PCs will ever learn of. It helps me understand the motivations of the NPCs and judge how they will behave and fight.

An example. the formatting will likely bork but it will give you an idea how I put something together. An unused encounter from the recent Thindacarulle gone Shadowrun game

A group of frost giants has moved into the caves at the base of Worldtop. As has just been demonstrated the mountain has more ways around that Molly was aware of. She will ask the party to clear out the giants.


A Giant Problem

The Giants consist of two families. A pair of Newlyweds and her parents and younger brother. They have begun to salvage the wrecks that litter the base of the mountain. Plenty of flash frozen and cooked meat. The boy has recently gotten a lucky hit with his sling and has a Glacian in a crude (but solidly made) bird cage.

The party can get down the side by ship or other means at their disposal. The valley below the mountain is littered with the technological wrecks of those flying machines that tried to brave the defenses and get to Worldtop. The occasional camp of adventurers that thought they could make it, and a rare dead Phoenix that tried the mountain and lost.

The giant's lair is a pair of old caves in the side of the mountain. Once ancient dwarven works from long before the holocaust. A city and temple to Moridin lie within. All forgotten the long abandoned. Time and weather have broken out the entrances into open cave than the giants now use. Several days of heavy labor would be required to get the dwarven works open again. However picking about the rocks in the back will find pieces of fine carving.

Malk: Male Frost Giant: The elder of the two. He is an efficient survivor. He holds no remorse, pity, or cruelty in his heart for the lessor creatures that feed him. You kill your meat and ignore it's cries. He speaks little.
He does not consider the young man has totally proven himself and will try him now and again.
HD 14, ac 22, md 28, bab +10/+5/ G+23 d/a by weapon
Stats S 29 +9, C 21 +5, D 9 -1, I 10 +0, W 14 +2, Ca 11, +0 Pis 4 +16
Saves F+14, R+5, W+6
Great Axe 3d6 +9 +18/+13
Slam 2d4 +9 +18/+18/+13
Rock 2d6+9 +9/+4
Immune to Cold x2 damage from fire. low light vision.
HP 154

Mona: Female Frost Giant: Cunning old woman. She has a few levels of wizard and uses the spells to her family's advantage.
M 5 HD 9, ac 24, md 22, bab +10/+5/ G+23 d/a by weapon
Stats S 20 +5, C 21 +5, D 10 +0, I 15 +2, W 14 +2, Ca 12, +1 Pis 6 +13
Saves F+14, R+5, W+6
Slam 2d4 +9 +18/+18/+13
Rock 2d6+9 +9/+4
Spells
Immune to Cold x2 damage from fire. low light vision.
HP 139
Spells: 1: OO:OOOO
2: O: OO
3: O

Grund: Juvenile Male Frost Giant: This one has a cruel streak. He is tormenting the Glacian he shot down and retrieved the egg of. The young Avian's cycle blast means nothing to the giant. His parents figure he will grow out of it.
HD 10, ac 22, md 20, bab +10/+5/ G+23 d/a by weapon
Stats S 23 +6, C 21 +5, D 9 -1, I 10 +0, W 9 -1, Ca 11, +0 Pis 4 +11
Saves F+14, R+5, W+6
Great Axe 3d6 +9 +18/+13
Slam 2d4 +9 +18/+18/+13
Rock 2d6+9 +9/+4
Immune to Cold x2 damage from fire. low light vision.
HP 154

Tik'car Male Glacian: This Glacian is not having a fun time. Grund is toying with him and is quite willing to pull him apart for the fun of it.
F6, ac 16, md 22, bab +6/+1, d/a 1d8+5
Stats S 16+3, C 16 +3, D 14 +2, I 12 +1, W 12 +1, Ca 12, +1 Pis 3 +11
Saves F+8, R+4, W+3
Talons 1d10+3 +9/+4
Thrown immolation. 3d6 cold. Save DC 17 reflex
HP 58

Farmur: Male Frost Giant. New husband of Flema. He knows he is still proving himself to the old man. He is likely to be more forward and reckless because of it.
HD 14, ac 22, md 28, bab +10/+5/ G+23 d/a by weapon
Stats S 29 +9, C 21 +5, D 9 -1, I 10 +0, W 14 +2, Ca 11, +0 Pis 4 +16
Saves F+14, R+5, W+6
Great Axe 3d6 +9 +18/+13
Slam 2d4 +9 +18/+18/+13
Rock 2d6+9 +9/+4
Immune to Cold x2 damage from fire. low light vision.
HP 154

Flema: Female Fronst Giant. Young and very much in love (and lust) with her new Husband. They now have their own space at the new location, and they can finally behave with less decorum.
HD 14, ac 22, md 28, bab +10/+5/ G+23 d/a by weapon
Stats S 29 +9, C 21 +5, D 9 -1, I 10 +0, W 14 +2, Ca 11, +0 Pis 4 +16
Saves F+14, R+5, W+6
Great Axe 3d6 +9 +18/+13
Slam 2d4 +9 +18/+18/+13
Rock 2d6+9 +9/+4
Immune to Cold x2 damage from fire. low light vision.
HP 154

Treasure: The giants have 3,000gp in mixed coin. A +4 long sword, and a +3 suit of plate armor. Any wrecks can use the typical Eyrian ship load for treasure.

The largest wreck at the foot of the mountain has not been abandon by the crew. Their magical ship was forced down by the eagles and the weather. The weapons still work and the undead crew defends the downed ship. The damage is such that no more than one heavy and two medium guns will bear to any side and the anti ship missile cannot be fired.


Pirate Ship: 250 foot long "Hell Cruiser" or water type.
Defense: +3, Hardness 10, Maneuver -8 "C"
Weapons All weapons are -4 to hit unless user is proficient.
Heavy Machine guns. (6) 2d12
Medium Machine guns (10) 2d8
40mm Cannon (3) 4d12 Crew served (2)
Anti ship missile bab +20 12d12 automatic weapon, not fired at "Victims".
HP: 2500 1000

General Pirates: Pirate can be any of several races. They are tough and some will have cyber, usually only to the point of countering disability. All are dead at this point.
HD 2d12, ac 20, md -- bab +2, d/a by weapon heavy ballistic armor +8
Stats S 16 +3, C --, D 14 +2, I --, W 12 +1, Ca 9, -1 psi -- Saves F+3, R+2, W+1
Assault rifle 2d10 +4 Short sword 1d6 +5 Pistol 2d6 +4
HP 20 20 20 20 20 20 20 20 20 20
20 20 20 20 20 20 20 20 20 20

Petty Officers and Mates: Tougher than the average pirate.
4d12, ac 20, md -- bab +2, d/a by weapon heavy ballistic armor +8
Stats S 16 +3, C --, D 15 +2, I --, W 12 +1, Ca 12, +1 psi --
Saves F+4, R+3, W+2
Officers Long Sword +2 1d8+2 Pistol +2 2d6+2
HP 40 40

Pirate Captain: All have charm and a sense of fair play.
Stats S 19 +4, C --, D 14 +2, I --, W 12 +1, Ca 16, +3 Pis -- Saves F+9, R+5, W+4
9d12, ac 20, md --, bab +15/+10, d/a by weapon flack vest +2 +8
sword +3 1d8+3 +20/+15
Assault rifle 2d10 +17/+12
Pistol +2 2d6+2 +19/+14
HP: 90

Treasure: The ship has a prince's ransom in the hold. The fine objects are broken but the 40,000gp of gold in two chests is just fine.