SRD ☉ GMing
Encounters
Running encounters
In the Grit System, we call any mechanicalized interaction with a non-player character an encounter. We present statistics for NPCs in blocks. These statistics allow NPCs to push back against PCs in combat as well as in social conflicts (via competing CHA and WIL checks).
Some NPCs have powers drawn from PC classes; other NPCs have unique powers; and still other NPCs simply have scores with no special abilities. We encourage you to create encounter blocks for “monsters” (aliens, wild beasts, brigands, etc.) and individually interesting NPCs. We also encourage writing out tables of hostile encounters by region.
Golden rules of NPC design
Fast is better than perfect.
Try strange things (tics, names, goals) up front; backpedal to the useful, plot-wise (switch to nickname, subsume the NPC’s goal into the PC’s goal), as the session wears on.
Don’t be afraid to kill your darlings and/or mothball boring allies or repetitive “monster” encounters.
Random encounters, quick (d6)
- Disaster – Random hostile encounter! Roll on the relevant table. Or just pick the worst thing (void elves, e.g.). Or, if you’re currently being pursued by a specific enemy, they find you.
- Bad news – Random hostile encounter! Roll on the relevant table. Or just pick a normal-bad thing (bandits, space bandits, e.g.).
- Poor omen – Nothing much happens, but the foreboding landscape/voidscape through which you pass leaves you seriously spooked.
- Good omen – Nothing much happens, but the pleasant landscape/voidscape through which you pass leaves you feeling confident.
- Relief – You encounter some random helpful strangers. These should fit the landscape/voidscape in which you find yourself. They offer respite and company, to the extent that you want these things. They leave you alone if you’re on a secret mission, in a hurry, etc. Or everyone regains d4 GRT.
- Lucky break – You find just the thing you need (food if starving, helpful strangers if lost, etc.). Or you find a random useful archaetech item. Or everyone regains d6 GRT.
Encounter tags
Dangerous entities may have any number of strange powers. Instead of coming up with unique narrative powers for every antagonist, GMs may want to use the simpler threat of conditions (see “Rules”) and encounter tags. These can be mixed and matched with class powers, species powers, Weird powers, and encounter-specific (unique) powers to make satisfying threats.
In general, we recommend giving most single combatants 1 or 2 interesting attacks and 1 or 2 powers. “Boss” encounters should have a wider range.
Example encounter tags
- Draining – Every point of HEA damage inflicted by the attacker drains 1 GRT from them, which flows back to the attacker.
- Environmental – Strikes every target in far range.
- Incorporeal – Only harmed by Weird attacks (weapons and powers with the Weird tag).
- Scattering – Strikes every target in near range.
- Sweeping – Strikes every target in close range.
- Tranquilizing – A hit target must make a WIL/resist world check: if they succeed, their MOV die drops by 1 type; if they fail, they fall asleep.
- Vampiric – Every point of HEA damage inflicted by the attacker flows back to them, healing them.
- Venomous dX/dY – A hit target must make a WIL/resist world check: if they succeed, they suffer dX additional wounds; if they fail, they suffer dY additional wounds.
Encounter blocks
Full encounter blocks include the following statistics: the number of individual entities encountered, COM (dX), MOV (dX), REA (dX), WIL (dX), CHA (dX), HEA (XX—maxCOM +maxMOV), GRT (XX—maxREA +maxWIL), DR (X, note origin), 3 habits (examples of activities that the entities might be engaged in when encountered), 1 dogma (their core set of beliefs), powers, attacks, gear, and story notes (description, quick facts that will matter).
Each encountered entity has a dogma—principle belief system—that guides their actions along with a matching conviction rating from 1 (willing to give up on their goal at the first sign of trouble) to 6 (willing to fight to the death for their belief).
To use conviction ratings, have the entity roll a WIL/test conviction check whenever they have lost half of their HEA. The difficulty of the check is equal to their conviction rating. If they succeed, they do whatever makes the most sense (e.g., run away if under attack by superior combatants). If they fail, they act according to their conviction, regardless of sense. Thus, an encounter with an entity who has a high conviction rating for any dogma that is not “survival” will lead to an intense, to-the-death fight.
Example encounters (d8)
- Clockwork gorillas
- Forest shark
- Grafted undead colossus
- Living microwave
- Noodle the iguana-cat
- Undying adepts
- Void elf “art handlers”
- Warmachine
Example encounters (monsters)
Clockwork gorillas(wild machinic quasi-sapients) HEAD COUNT 1 (exile) or 2d4 (band) VITALS COM d8 MOV d8 REA d3 WIL d10 CHA d8 HEA 16 GRT 13 DR 4 (metal) HABITS & DOGMA
ATTACKS
POWERS
GEAR None. Each clockwork gorilla’s body is worth roughly 2d20 gl in metal when properly “butchered”—but what monster would kill a gorilla unless they truly had to? The clockwork fruit of the Clockwork Hills is worth money, but the clockwork gorillas never bring it with them when they leave their misty bowers. STORY NOTES Families of clockwork gorillas descend from the mist-shrouded metal “forests” of the Clockwork Hills each spring when the petrol-ice thaws. While not violent by nature, clockwork gorillas are machinic: they sometimes become obsessed with objects owned by passing non-clockwork beings, especially precious and/or complicated objects. |
Forest shark(apex predaflora) HEAD COUNT 1 VITALS COM d12 MOV d10 REA 1 WIL d8 CHA d4 HEA 22 GRT 9 DR 0 HABITS & DOGMA
ATTACKS
POWERS
GEAR None. STORY NOTES A solitary predatory, the forest shark swims through the ground like water, surfacing to feed. |
Grafted undead colossus(giant post-humanoid terror composed of many walkers stitched together) HEAD COUNT 1 VITALS COM d20 MOV d6 REA 1 WIL d10 CHA d6 HEA 30 GRT 16 DR 3 (natural bulk) HABITS & DOGMA
ATTACKS
POWERS A colossus can use this power at will in place of attacking or using another power:
A colossus can use 1 of these powers each round in addition to attacking:
GEAR The great body of a colossus contains 2d100 gl in random valuables as well as d3 archaetech or magickal items. STORY NOTES A grafted colossus is a huge, grotesque, artificial undead being created by stitching together multiple mutated corpses. When grafted together in this way, the component bodies wake up not as individuals but instead as a single monstrous being. In spite of its size and confusing, tangled body of writhing limbs, heads, and torsos, a colossus is capable of near perfect coordination and brutal attacks, making it an extremely dangerous foe. |
Living microwave(Cronenbergian domestic horror) HEAD COUNT 1 VITALS COM d6 MOV d4 REA d6 WIL d6 CHA d6 HEA 20 GRT 12 DR 3 (metal frame, flesh-plastic skin) HABITS & DOGMA
ATTACKS
POWERS
GEAR None, but its parts are worth d100 gl if cleaned up. (The burned-meat smell can never really be removed.) STORY NOTES Whoever made or summoned this thing will never be forgiven. Monsters are reflections of those who behold them, and the living microwave is clearly an emergent folkloric trope, a universal fear. (Right?) |
Noodle the iguana-cat(intelligent hybrid beast) HEAD COUNT 1 VITALS COM d12 MOV d10 REA d6 WIL d6 CHA d4 HEA 15 GRT 5 DR 1 (blisters and fur) HABITS & DOGMA
ATTACKS Claw swipe, 2d6 damage. POWERS
GEAR Noodle is protecting a hoard of d4+1 ancient artifacts, at least one of which is a pristine cherry-red lawnmower. STORY NOTES Noodle is a menacing oversize animal who never stops moving. Even in her sleep, she kicks her legs, running from something fearsome, devouring small fry. |
Undying adepts(cultists who believe mutation is the key to immortality) HEAD COUNT 2d6 VITALS COM d6 MOV d6 REA d6 WIL d12 CHA d8 HEA 12 GRT 18 DR 0 or 2 (if wielding a staff) HABITS & DOGMA
ATTACKS Each adept has 1 of the following:
POWERS
GEAR Each adept has d20+3 gl in silver pennies in their coinpurse along with a random assortment of heretical religious tracts, sewing needles, lucky knucklebones, jerky pieces, and so on. STORY NOTES Clad in tattered black hoods and adorned with inverted wood crucifixes draped around their necks, these heretical converts stalk the dark alleys of towns and cities, spreading their dogma. Those who refuse to become converts themselves often find themselves spirited away at knifepoint, to be used as raw material for their growing army of undead—one controlled by the shadowy leaders of the rogue church. |
Void elf “art handlers”(diminutive amoral posthumans) HEAD COUNT 1 (critic) or 4d4 (autonomous collective) VITALS COM d12 MOV d10 REA d20 WIL d8 CHA d8 HEA 24 GRT 30 DR 6 (exalted quicksuit dress of hyperdiamond “mithril”) HABITS & DOGMA
ATTACKS
POWERS
GEAR
STORY NOTES These delicate-looking, half-sized humans in light-absorbing baroque armor are chain-smoking bidis and laughing in their song-like tongue at their own “ironic” observations. Strange ray-weapons are holstered at their hips. Void elves have exquisitely evil plans and do not care about you. If they see you, they will attempt to bring you back to their galleryship. They will flee if sufficiently threatened or obviously outgunned—but they will be back… Rarely, void elves’ motivations dovetail with those of other sapients. |
Warmachine(old and suffering from hard-disk failure) HEAD COUNT 1 VITALS COM d20 MOV d20 REA d20 WIL d20 CHA d8 HEA 50 GRT 50 DR 8 (66 cm-thick ceramic steel skin) HABITS & DOGMA
ATTACKS Against foes within close range:
POWERS
GEAR The warmachine’s salvaged circuits and other parts are worth 3d8 × 1000 gl. STORY NOTES Before you witness the dilapidated glory of GUZZA•DUNGUL, you hear its metal-shearing, distorted-signal, blown-amplifier roar... This primitive warmachine has long roamed the wastes, mindless and full of spite against its creators and their imbecilic descendants. It might be reasoned with, theoretically, via bribes of powerful technologies or sources of energy. |
The game-world stack
Designing a narrative structure: what the PCs do
- The world of a given imagination-based game has three levels. Taken together these create a full stack—a vivid overall environment in which to imagine that the action of the game takes place.
- The highest level and most important level of the game-world stack is narrative structure: this is what the player-characters actually do all day. The narrative structure informs decisions about what character classes exist, how powers work, how goods and money factor into the game, if combat is important, what mechanicalized encounters look like—everything. For example…
- If the PCs are vampyres reigning at night over a city, then their narrative structure may include non-diegetic resource recovery (dealing with GRT and blood), montage-level social conflicts against other vampyres, scene-level fuckery among the humans, and montage-level faction actions.
- If the PCs are ex-space marines fighting against or making devil’s bargains with an oppressive Company, then their narrative structure may include resource recovery (GRT and HEA), montage-level discussions of the latest Co. venture and how to sabotage it, scene-level fuckery on alien exoplanets, and montage-level reporting to (lying to) the Co.
Genre: style and tone
- The next most important level of the game-world stack is genre, or the set of tropes and the associated style and tone that clue the players—not their characters—into what type of game this is.
- Genres include action (go slay “monsters”), espionage (steal information), exploration (walk around, try to survive, meet strangers, and perhaps report back to some organization that cares), noir (the PCs have already chosen the wrong side, righteously angered the deep structures of power, forever lost the missing golden child, etc.), and romance (broadly, feelings-focused stories, possibly with smooches—probably the most difficult to pull off, requiring discussions of consent).
- In practice, all genres tend to devolve quickly into comedy, at least at points, at least for many TTRPG groups. That’s fine! Enjoy laughing with your friends.
Setting: geography and culture
- The level of the game-world that is often least important to the story but most obvious to players is the setting, or the physical, social, political, and cultural place that the game happens in.
- For one, the characters have a homebase or individual homes, friends and families, organizational allegiances, etc.
- Setting informs game design in that certain game elements—powers, items, NPCs, and “monsters” (aliens, beasts, etc.)—are likely to exist in certain settings.
- In practice, the GM and the players can “spam” or invent these elements on the fly, filling in the world as they explore it. That’s part of the fun of imagination-based games!