This is a small post and I’ll say up front, I’m covering some well trod territory here… but it’s something that was on my mind recently as I began thinking about how to put together a toolkit for encounters.
At the con this past weekend we had several conversations about the difference between old school play and more modern “D&D” play, specifically thinking about how frustrating encounters are to create in a game like Pathfinder. It can take hours to plan a single encounter in Pathfinder. More importantly, we were discussing the idea of planned/balanced encounters vs. story-driven encounters.
I started thinking about the games I’ve played the most and how I GM, how I create encounters. I find that the more rules-light and the more well-defined the setting, the more capable I am of improvising and feeling good about it. I think back to running Star Wars D6 system in the Rebellion era and it was incredibly easy to run on the fly. I could improvise details and encounters easily. Amber DRPG works the same way for me.
Part of this comes from the fact that the whole group of players are very comfortable with those settings. They know the details and so they are not thrown off when encounters are not “balanced” because the expectation exists that they could run into odd but appropriate stuff at any time. Some other games really emphasize the encounter-mechanics-based method over the idea that encounters make sense for the setting. I think this is why my return to old-school, open-world style gaming has really been a boon. Sure, it’s sometimes a pain to make up treasure hoards and I am still getting my players familiar with the setting I’m running in, but the feeling of freedom has invigorated my desire to GM.
I’d never really thought about this from the player side before, and how it affects the play experience. I’m going to keep ruminating on this more, but it’s a thought that might show dividends at my table.