Never Script A Combat Encounter

Some game masters have very intricate plans for when a combat encounter occurs. The bad guys will start a chase, the orcs will drive the PCs towards the cliff’s edge, the aliens will detonate a neutronic cluster bomb, and so on, and so on. It makes sense, right? After all, role playing games are stories and a good GM should know how the story ends, right?

No. RPGs do tell stories, but the author of these stories is not the GM. The author of the story is the group, and it is through a collective effort that the tale is revealed. For this very reason it is best not to focus on what will happen during an encounter but what tactics the combatants will use.

If the bad guys ride motorcycles and tend to attack at high speeds, then maybe a chase will occur. If the orcs form a shield wall and march forward, then maybe the PCs will be forced towards the cliff’s edge. If the aliens have a force field that protects them from neutronic cluster bombs, then maybe they will use it in the middle of a battle.

Or maybe the PCs will drop spikes onto the road that blow out the motorcycle tires used by the bad guys. Or maybe the PCs will create an illusion that causes some of the orcs to break rank thus rendering the shield wall useless. Or maybe the PCs will jam the aliens’ force fields and put up their own as a clever double cross once the neutronic cluster bomb is launched but before it is detonated.

The point is that you do not know what will happen during your game, nor should you want to. Let the story unfold through a series of contributions, some yours and some from the players. Nothing is wrong with knowing what kinds of tactics the NPCs will most likely use, but trying to force the outcome via those tactics is a mistake.

Agree? Disagree? Leave a comment below and share your opinion with the rest of us!