creating an encounter
Fundamentally, the encounter is where all the elements pull together and the players have the opportunity to take decisive action that has a tangible effect on the plot.
required
1. Read-Aloud
This is what the game master will read when the encounter begins. This is a good way
of letting the characters know that an encounter has officially begun.
2. Characters Involved (Who)
Who are the good guys, and who are the bad guys?
Are there uninvolved parties present?
Who might become aware of the encounter and how might they respond?
3. Events (What)
What signals the start of the encounter?
What's going to happen during this encounter?
What signals the end of the encounter?
4. Location (Where)
Where does this encounter occur?
What are the environmental conditions (day/night, sunny/rainy/snowing/foggy, etc)?
What sights, smells, and sounds are occurring?
5. Plot Dependency (When)
What events trigger this encounter to occur?
What events must happen before this encounter occurs?
What events would prevent this encounter from occurring?
6. Purpose (Why)
Who knows about the encounter before it happens and who initiates it?
What are each character's motives during the encounter?
optional
1. Leads
Primarily, leads are reasons that would propel the characters into the encounter. But
they can also just be the basic information about the encounter (setting, other
characters involved, etc) that characters receive before the encounter begins. This
is important to note because sometimes players invent their own leads.
2. Exits
This should try to cover all the ways to resolve the encounter.
3. Useful Skills
Other than those used to exit the encounter, this lists how other skills can be
useful.
4. Conclusion
This answers how the different resolutions affect the direction of the plot and future
encounters.