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Creating Encounters

Alacrity Fantasy, A TTRPG by Adam J.. McKee and James G. Walker, Jr.

Adventures are built from Encounters – the specific scenes where player characters face challenges, interact with the world, and attempt to achieve their goals. An encounter isn’t limited to combat; it encompasses any situation that requires the players to actively engage their characters’ skills, make meaningful decisions, or overcome an obstacle. Designing varied, purposeful, and engaging encounters is the core craft of running an Alacrity game session.

While the overall adventure provides the plot and structure, encounters are the moment-to-moment gameplay loops. They are where skills are tested against the Difficulty Ladder, where combat erupts, where crucial information is revealed through dialogue, where traps are sprung, and where the consequences of player choices become immediately apparent. Mastering the art of encounter design allows the Game Master to control pacing, highlight different character abilities, reinforce the world’s tone, and create memorable moments of tension, triumph, and discovery.

This section delves into the principles of creating effective encounters in Alacrity, covering the different types of encounters, key design considerations for each, and how to integrate them seamlessly into your adventures to challenge and entertain your players.

What Makes a Good Encounter?

Regardless of type, strong encounters often share these characteristics:

Types of Encounters: Beyond Combat

Thinking broadly about encounter types helps ensure variety in your adventures. While combat is a staple, relying on it exclusively can become monotonous. Consider these primary categories:

1. Combat Encounters

These involve physical conflict against hostile opponents (monsters, NPCs, rival adventurers).

2. Social Encounters

These involve interaction and negotiation with NPCs to achieve a goal.

3. Exploration / Environmental Encounters

These involve navigating the game world and overcoming natural or structural obstacles and hazards.

4. Puzzle / Trap Encounters

These challenge the players’ wits, observation, and specific skills rather than direct confrontation or social maneuvering.

Many encounters blend elements – a negotiation might break down into combat, exploring a ruin involves avoiding traps and fighting monsters, crossing a dangerous river might require both Athletics checks and dealing with hostile river creatures. Aim for variety within your adventure.

Designing Combat Encounters

Creating exciting combat encounters involves more than just picking monsters from a list and rolling dice.

1. Define the Purpose: Why is this fight happening here and now?

2. Choose Opponents Wisely:

3. Leverage the Environment: The battlefield itself is a crucial element.

4. Set Clear Objectives (Beyond “Kill Everything”):

While defeating all foes is a common objective, consider alternatives to make encounters more varied and interesting:

5. Consider Pacing and Flow:

Balancing in Alacrity: Balancing combat in a percentile system like Alacrity is less about precise formulas and more about comparative assessment and using the Difficulty Ladder.

Designing Social Encounters

Social encounters are driven by character interaction and rely heavily on roleplaying and social skills.

1. Define the Goal: What do the players want to achieve through this interaction?

2. Develop the NPC(s): The NPC is the core of the encounter.

3. Set the Scene: Where does the interaction take place? A public tavern, a private office, a formal court, a dangerous alley? The environment can affect comfort levels, privacy, potential witnesses, and available tactics (e.g., attempting Intimidation is different in a crowded bar versus a secluded room).

4. Determine Stakes: What are the consequences of success or failure? Gaining crucial information vs. being misled? Securing an ally vs. making an enemy? Getting access vs. being turned away or reported?

5. Resolution Mechanics:

Designing Exploration Encounters

These encounters focus on the challenge of the world itself.

1. Define the Obstacle/Hazard: What specific challenge does the environment present?

2. Determine Resolution Methods: How can the challenge be overcome?

3. Set Difficulties and Consequences:

4. Integrate with the Narrative: Environmental encounters shouldn’t just be random obstacles. Link them to the location’s nature, the current plot (e.g., enemies triggering an avalanche), or use them to foreshadow future challenges or drain resources before a major confrontation.

Designing Puzzle & Trap Encounters

These encounters test player observation and ingenuity.

1. Define the Purpose: Why is this puzzle or trap here? To guard something? To test initiates? As part of a whimsical or mad creator’s design? As a natural hazard?

2. Design the Mechanism:

3. Provide Clues: Ensure players can reasonably detect or understand the puzzle/trap.

4. Determine Solutions/Bypass Methods:

5. Set Difficulties and Consequences:

Making Puzzles/Traps Fair: Avoid puzzles that rely solely on obscure out-of-character knowledge or pixel-perfect searching. Ensure the logic is solvable with the information available in the game world and the characters’ skills. Traps should be detectable and potentially disarmable/avoidable, not just unavoidable “gotchas” (unless unavoidable damage is part of a specific narrative design).

Conclusion

Encounters are the fundamental building blocks of your Alacrity adventures. By designing a variety of purposeful, contextually appropriate, and challenging encounters – encompassing combat, social interaction, exploration, and problem-solving – you bring your world and story to life. Leverage the flexibility of the Alacrity system, using skills, the Difficulty Ladder, and GM judgment to adjudicate player actions within these encounters. Remember to focus on providing opportunities for meaningful choices, allowing different characters to shine, and ensuring that the outcomes of encounters drive the narrative forward. Well-crafted encounters are the key to creating engaging sessions and a memorable campaign experience.

GM Note: “Random” Encounters

Many traditional role-playing games utilize tables for “random encounters,” particularly during travel or exploration, to simulate the unpredictable dangers of the world. While the idea of unpredictability has merit, truly random, contextless encounters often run counter to Alacrity’s emphasis on narrative momentum and meaningful challenges. An encounter that serves no purpose other than to interrupt travel and drain resources can feel like pointless filler, slowing down the game and detracting from the main story.

Instead of relying on purely random encounters, consider these approaches to make unexpected interruptions during travel or exploration more engaging and purposeful:

  1. Contextualized Encounters: Base unexpected encounters on the specific environment, time of day, recent events, or even the consequences of the party’s previous actions.
    • Example: Instead of “roll d100, result 34 = 1d6 wolves,” think: “The party is traveling through known wolf territory near dusk, and they left unsecured food at their last campsite.” The wolf encounter now has context and feels like a logical consequence of the environment and potentially their choices.
    • Example: Instead of a random bandit ambush, perhaps the bandits are specifically targeting travelers on this road because a local lord recently raised taxes, or they are scouts for a larger faction the players have angered.
  2. Purposeful “Randomness”: If you do use random tables (perhaps for inspiration or to simulate a chaotic area), don’t just use the result verbatim. Ask why this encounter is happening here and now. Can it be linked to a local faction, a nearby point of interest, an ongoing event, or even foreshadow a future threat?
    • Example: A random roll indicates harpies. Instead of just having them attack, perhaps they are unusually aggressive because their nesting grounds higher up the mountain were recently disturbed by tremors (foreshadowing an earthquake or volcanic activity). Maybe they carry scraps of cloth identifiable as belonging to a missing NPC the party is searching for.
  3. Focus on Narrative Momentum: Prioritize encounters that, even if unexpected, serve some narrative function. Do they reveal something new about the world? Introduce an interesting NPC (even a hostile one)? Present a moral choice? Offer a clue related (even tangentially) to the party’s goals? Create a complication that affects future plans?
  4. Vary Encounter Types: Remember that unexpected encounters don’t have to be combat. They can be social (meeting strange travelers), environmental (a sudden storm, a rockslide), or involve discovery (stumbling upon an ancient shrine, finding tracks of an unusual creature).

The goal isn’t to eliminate unpredictability entirely, but to ensure that even unexpected events feel integrated into the living world you’ve created. By giving context and potential narrative weight to encounters that occur outside the main planned plot points, you make travel and exploration feel dynamic and dangerous without resorting to interruptions that merely slow the game down. Every encounter, planned or emergent, should ideally contribute something to the overall experience beyond just a dice roll.

 

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File Created: 05/07/2025
Last Modified: 05/07/2025