Hello Readers! We are back with another blog post, and this one serves a couple of purposes; transparency and bringing attention to collaborative play.
The Ground Work
At DR:NY, we have been lucky enough to enjoy some bigger games over the past few months but as we push into the colder seasons we expect to see some of our warm weather friends take a bit of a break which leads to some more intimate games. As you might imagine, as a game runner, large and small games present their own types of challenges. One of the biggest challenges is smaller NPC groups, because we love to push you to that ‘oh shit’ moment, and that is a lot harder to do when we have 3 people rather than 10.
Here’s the Scene
So, I want you to imagine for a moment - you’re out playing your character. Things have been pretty quiet… and then HARK! Are these the harmonious groans of zed? Or perhaps the grunting rumblings of some raiders!? You can feel your adrenaline start to rush as you reach for your weapons. You can see them now - only 4 of them. They engage with a group of people who had advanced to intercept them. “Mangle, mangle, break weapon, mangle, break weapon, mangle, break weapon…” One by one, the raiders are quickly dispatched. You didn’t get a chance to swing on them. Maybe they’ll respawn? There! From the treeline- more raiders! “Break weapon, breakmanglebreakweapon mangle…” dead again. They don’t respawn. There weren’t enough of them, you never even got close enough to swing. You watch the NPCs march away into the night, because after all, there are other players that also haven’t seen any action for a while and they need to be entertained as well.
The Dilemma
There are two major points to this blog. The first is really to point out that we (your game runners, your Ops guides) want to send you that threat, we want you to have fun engaging it, it’s literally what we are here for. We all have these skills, all this mind, brews, meals, all this build and time we have spent acquiring the aforementioned skills/items but when it comes to some of those smaller NPC groups, some of those lower threat baddies, the player may want to think about how using those skills could negatively impact the scene. We’re not saying don’t use your stuff - that’s kinda the whole point of playing. That being said, skill spamming can really suck from both sides of the aisle for a multitude of reasons. You’ve all been on the NPC side of things and heard the whole ‘don’t skill spam - it’s no fun for the players who have waited for something to fight and want to get in there and feel cool. You aren’t the hero, they are.’ We don’t think about how it is for the people on NPC shift and the guides when we try to bring a low to moderate threat out and it gets steamrolled in thirty seconds. It unfortunately ends up being not that much fun for most parties involved - the NPCs don’t enjoy being immediately potatoed and not being able to engage their friends, the guide has to try to figure out if there is something they can do that would be fair but more engaging for the players that are there, and the players that are not the ones who immediately engage in the fight don’t get in on any of the action.
What We Don’t Want
“Okay, well, why don’t you just up the stats of the NPCs?” Good question. A lot of the time we do. Being able to adapt on the fly is an important tool out in the field. If I know I am hitting a bunch of veteran players, you better believe those NPCs will be above threshold. But there are also variables ( weather, temperature, how much combat that group of NPCs has already done etc.) that impact us being able to respawn for long periods of time, and just making a threat immune to skills or having ‘yes’ body is something we avoid, or don’t do at all at DR:NY. There are also the cases where the groups of players we see are mixed build levels. If we want to send something out the low to mid build characters can engage with and they happen to be hanging out with a couple players that have high build, it is very difficult if not impossible to balance appropriately. You can see how all of this can be quite a challenge.
What It Boils Down To
So what is the moral of this ramble? I guess it boil down to three things:
Spamming skills has a time and place, and that is with a larger or higher threat group of NPCs
Be mindful of the people you are around, they want to get in on that combat too. If one or two players engage the threat and beat it down in 30 seconds, that’s not nearly as much fun.
The people you are fighting against, the NPCs, those people are your friends too. And sometimes they just wanna play wacky bats and steal your bucket…