
"The Surprise" is an encounter type that you can use to set tone and create tension really effectively. This video walks through how to set up an encounter of this type while explaining the theory behind why it works. It also includes 2 examples in the video to help you base your own designs on! This video walks through how to set up an encounter of this type while explaining the theory behind why it works. It also includes examples in the video to help you base your own designs on!
"The Graveyard" Background music is courtesy of Fesliyan Studios.
This series is made in conjunction with Game Dev Academia, a group dedicated to a higher quality, more accessible game design education. Join us on Discord! https://discord.gg/YRRbae5ZcV
"The Surprise" is an encounter type that you can use to set tone and create tension really effectively. This video walks through how to set up an encounter of this type while explaining the theory behind why it works. It also includes 2 examples in the video to help you base your own designs on! This video walks through how to set up an encounter of this type while explaining the theory behind why it works. It also includes examples in the video to help you base your own designs on!
"The Graveyard" Background music is courtesy of Fesliyan Studios.
"The Heroic" will help you make your players feel powerful without a huge amount of narrative context required! Great for smaller encounters that you pepper into your games to create a feeling of power and dominance, even from smaller fights.
"The Mini-Boss" is the most common encounter in D&D 5th Edition. Learn how to make it work in your favor in the second video in the D&D Encounters series!
"Against the Wall" is almost the opposite of the Heroic curve. This one will make your players feel up against insurmountable odds in a fight that they can never quite get a handle on. It's amazing for setting up big enemies that the party will encounter later.
"The Big Boss" is for when you want a big, epic encounter. This is the BIG ONE! It's the most dynamic and probably the most difficult to design for. As a result, I've tried to take the extra time to explain what I could.
None of the combat curves are specifically "official" curves. Each curve that I go over in each video was created using the exact process outlined in this, the final video in the series. Happy DMing!
This course will take you through the basics of encounter design and lay out a framework that allows you to build encounters like a pro designer! If you don't know D&D well, that's okay! Some of the examples might not make sense, but the basic theory is applicable to any game.
This is all about creating intensity curves to define the dynamics of your encounter. You then take that curve and map player experience onto the curve, and determine game mechanics that then accomplish the curve. By using this framework in this way, you'll immediately level up your ability to think about design in a huge way!
Dungeons & Dragons (and other tabletop games) are an excellent place to start if you're learning how to design. The craft of game design is itself a deeply nuanced and intricate skill that needs to be built over time with patience and practice. While scripting is necessary to know if you're creating video games, that part of development is also complicated and can often make it harder to focus on improving as a designer.
Designing for Dungeons & Dragons has much less barrier to entry. If you know the basics of the game, you can start designing and iterating right away!