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Encounters

Encounters Administration

Encounters are the individual experiences that the player and his adventuring party face each time they perform some sort of interaction within a location's area. For the most part, each area consists of at least one initial encounter (entering the area for the first time) and nearly all areas utilize multiple encounters (some even comprised of several dozen encounters). Area encounters are typically linear in nature but, under certain circumstances, encounters can be experienced out of order. Because encounters are the actual elements that players directly interact with, they utilize a wealth of parameters and settings. 

Three general forms are used to manage encounters within the BrowserQuests™ platform, typically used in the following order below. Only those already assigned to the Authors role can see and interact with these forms.

Encounters Form

The primary form for setting all the specifics for a particular encounter, it consists of elements such as name, order (in which the encounter is intended to be experienced by the player), objective type (what must the player do to resolve the encounter), option fields (allowing the player to select from up to three separate options), several "check" dropdowns that allows a particular hero or party parameter to be checked during play, which background musical mood to play, what graphic depiction to show, etc. The form also sets the specific text that the reader will see during the encounter.

Encounter Monsters Form

Every encounter utilized within the RPG can potentially have monsters assigned to them, typically as enemies to attack and defeat the player's adventuring party. A potentially-limitless number of monsters and monster types can be assigned to an encounter, but most either contain one or two monster types (such as 2 zombies and 5 skeletons) or no monsters at all.

Encounter Resolutions Form

Certainly one of the most important forms within the platform, the Encounter Resolutions Form dictates the results of a particular action taken by the player for a particular encounter. For example, a resolution may provide a specific possession and quantity to the player (such as three potions of healing), reward the party with experience or gold, resolve another encounter area (so the player can complete that area successfully) and so forth. Encounter resolutions not only provide resulting prose to the player but can also write text into a party's quest log. Some encounters utilize multiple resolutions as well, such as encounters that "check" a particular hero or party attribute or offer multiple options.