History Main / PreexistingEncounters

7th Apr '18 10:38:46 AM nombretomado
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** In many other games, awarding XP for combat simply isn't done. Thus, the party has an incentive to skip mooks and other obstacles with almost no upside for taking more risk than they have to. This is doubled in games where loot from combat just isn't a thing. For example, in AllFleshMustBeEaten, which is based on many ways to do a zombie apocalypse, and where zombies aren't likely to have anything on them you want, avoiding enemies is probably the smart option in ''most'' scenarios. Likewise, in 'Franchise/TheWorldOfDarkness'' or UnknownArmies, which are both UrbanFantasy, fighting is usually very dangerous, very likely to bring unwelcome attention from law enforcement, and your real enemy's minions are likely to have nothing on them you couldn't get much more easily somewhere else, so unless destroying those minions is an objective, using your powers to just make it past them is a good idea.

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** In many other games, awarding XP for combat simply isn't done. Thus, the party has an incentive to skip mooks and other obstacles with almost no upside for taking more risk than they have to. This is doubled in games where loot from combat just isn't a thing. For example, in AllFleshMustBeEaten, which is based on many ways to do a zombie apocalypse, and where zombies aren't likely to have anything on them you want, avoiding enemies is probably the smart option in ''most'' scenarios. Likewise, in 'Franchise/TheWorldOfDarkness'' ''Franchise/TheWorldOfDarkness'' or UnknownArmies, which are both UrbanFantasy, fighting is usually very dangerous, very likely to bring unwelcome attention from law enforcement, and your real enemy's minions are likely to have nothing on them you couldn't get much more easily somewhere else, so unless destroying those minions is an objective, using your powers to just make it past them is a good idea.
7th Apr '18 10:38:42 AM nombretomado
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** In many other games, awarding XP for combat simply isn't done. Thus, the party has an incentive to skip mooks and other obstacles with almost no upside for taking more risk than they have to. This is doubled in games where loot from combat just isn't a thing. For example, in AllFleshMustBeEaten, which is based on many ways to do a zombie apocalypse, and where zombies aren't likely to have anything on them you want, avoiding enemies is probably the smart option in ''most'' scenarios. Likewise, in the WorldOfDarkness or UnknownArmies, which are both UrbanFantasy, fighting is usually very dangerous, very likely to bring unwelcome attention from law enforcement, and your real enemy's minions are likely to have nothing on them you couldn't get much more easily somewhere else, so unless destroying those minions is an objective, using your powers to just make it past them is a good idea.

to:

** In many other games, awarding XP for combat simply isn't done. Thus, the party has an incentive to skip mooks and other obstacles with almost no upside for taking more risk than they have to. This is doubled in games where loot from combat just isn't a thing. For example, in AllFleshMustBeEaten, which is based on many ways to do a zombie apocalypse, and where zombies aren't likely to have anything on them you want, avoiding enemies is probably the smart option in ''most'' scenarios. Likewise, in the WorldOfDarkness 'Franchise/TheWorldOfDarkness'' or UnknownArmies, which are both UrbanFantasy, fighting is usually very dangerous, very likely to bring unwelcome attention from law enforcement, and your real enemy's minions are likely to have nothing on them you couldn't get much more easily somewhere else, so unless destroying those minions is an objective, using your powers to just make it past them is a good idea.
28th Mar '18 4:20:45 PM TheDocCC
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[[folder:Table Top Games]]
* Every single TableTopRolePlayingGame ever. The purpose of a GameMaster (in almost all games) is to challenge their players and adjudicate the rules, and not to arbitrarily force them into combat encounters or other "rails." Smart players know this and look for ways to get to their goal with a minimum of fuss.
** Let's start with the granddaddy, DungeonsAndDragons, and its spin-off ''TabletopGame/{{Pathfinder}}''. As fantasy games with many site-based adventures, there is usually a certain amount of predictability in the encounters. Players often have numerous spells and powers that allow them to see ahead and detect, avoid, or otherwise bypass enemies and perform a DungeonBypass. The exact methods vary by edition, but mundane stealth, invisibility, spells that allow clairvoyance and similar powers, gathering rumors away from the dungeon and putting clues together, teleportation, magic that reshapes dungeon walls, illusions, spells that create walls and barriers, and more are all available so you don't have to encounter every single enemy or trap between you and your objective.
*** Special mention must be made of D&D's numerous [[StoryBreakerPower Story Breaker Powers]], which would in theory allow a party to spy on a villain, buff up, teleport into his bedchambers, and slaughter him. In practice, an experienced GM should have planned for that, and many players purposefully avoid breaking the story with those story-breaking powers.
*** In D&D and Pathfinder, experience points are gained for defeating enemies and other methods. Thus, a party may decide not to skip the skippable encounters, not only because it cuts content, but because they miss the loot. Additionally, there is argument whether the GM should award XP for bypassed monsters, as that challenge was defeated in once sense, and XP is awarded for defeating encounters, not slaughtering enemies.
** In many other games, awarding XP for combat simply isn't done. Thus, the party has an incentive to skip mooks and other obstacles with almost no upside for taking more risk than they have to. This is doubled in games where loot from combat just isn't a thing. For example, in AllFleshMustBeEaten, which is based on many ways to do a zombie apocalypse, and where zombies aren't likely to have anything on them you want, avoiding enemies is probably the smart option in ''most'' scenarios. Likewise, in the WorldOfDarkness or UnknownArmies, which are both UrbanFantasy, fighting is usually very dangerous, very likely to bring unwelcome attention from law enforcement, and your real enemy's minions are likely to have nothing on them you couldn't get much more easily somewhere else, so unless destroying those minions is an objective, using your powers to just make it past them is a good idea.
[[/folder]]

20th Mar '18 2:16:47 PM Diask
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* ''VideoGame/DragonQuest'' has four predetermined battles; the Golem at the gates of Cantlin, the Green Dragon guarding Princess Gwaelin's cell in the tunnel to Rimuldar, the Axe Knight guarding Erdrick's Armor in the ruins of Hauksness, and the Dragonlord himself.

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* ''VideoGame/DragonQuest'' ''VideoGame/DragonQuestI'' has four predetermined battles; the Golem at the gates of Cantlin, the Green Dragon guarding Princess Gwaelin's cell in the tunnel to Rimuldar, the Axe Knight guarding Erdrick's Armor in the ruins of Hauksness, Hauksness and the Dragonlord himself.



* Nearly every enemy in ''VideoGame/CosmicStarHeroine'' can be seen on the field before engaging them in a battle. Some can be bypassed with careful maneuvring, but that is mostly detrimental as you always [[AfterCombatRecovery emerge from battle in the same state you went in]], only [[MoneySpider richer]] and [[CharacterLevel more powerful]].



* Unlike ''VideoGame/{{Xenogears}}'', the ''VideoGame/{{Xenosaga}}'' game series is composed entirely of non-random encounters.

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* Unlike ''VideoGame/{{Xenogears}}'', ''Xenogears'', the ''VideoGame/{{Xenosaga}}'' game series is composed entirely of non-random encounters.



* The ''VideoGame/LegendOfHeroes'' games, which were remade for PSP, have their "random" encounters wandering around the overworld. They'll home in on you at close range, but if you're careful, you can pretty much avoid them completely.

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* The ''VideoGame/LegendOfHeroes'' ''VideoGame/TheLegendOfHeroes'' games, which were remade for PSP, have their "random" encounters wandering around the overworld. They'll home in on you at close range, but if you're careful, you can pretty much avoid them completely.


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* Normal enemies in ''VideoGame/BarkleyShutUpAndJamGaiden'' take the form of a wandering monster sprite that will chase you if it spots you. Catch it from behind and you will get to act first in an ensuing battle. Get caught from behind by ''them'' and they will act first instead.
6th Jan '18 11:39:44 PM DastardlyDemolition
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** Also, very small enemies-- such as ants and slugs-- who are actually quite tough will be squashed underfoot unless another enemy attacks you while you're immobilized.

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** Also, very small enemies-- such as ants and slugs-- who are actually quite tough will be squashed underfoot unless another enemy attacks you while you're immobilized. The [[Literature/CaseyAtTheBat Casey Bat]] banks on hitting an enemy when they're tuned away as it guarantees a free hit on them and adds to the Casey Bat's already powerful slugger hit which is great when you'll strike out if you ''don't''.
22nd Dec '17 3:01:57 PM infernape612
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* In ''VideoGame/{{Persona 3}}'' and ''VideoGame/{{Persona 4}}'', Shadows walk the map as blobs - black blobs are normal, red blobs are EliteMooks, and gold blobs are MetalSlime. Hitting them with your weapon starts the fight. Hit it in the back and you get a surprise round; get hit first and ''they'' get the first move. If you level up enough, they ''run from you'' - and if you happen to fight them anyway, the enemies will suffer from the Distress status effect.
* In ''VideoGame/{{Persona 5}}'', enemies now have dungeon specific forms, like knights, security guards and police officers, who wander the maps. Battle starts when you attack them or they attack you. However, in keeping with the game's PhantomThief themes, you now sneak up and BackStab enemies to get an advantage in battle, instead of just hitting them.

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* In ''VideoGame/{{Persona 3}}'' ''VideoGame/Persona3'' and ''VideoGame/{{Persona 4}}'', ''VideoGame/Persona4'', Shadows walk the map as blobs - black blobs are normal, red blobs are EliteMooks, and gold blobs are MetalSlime. Hitting them with your weapon starts the fight. Hit it in the back and you get a surprise round; get hit first and ''they'' get the first move. If you level up enough, they ''run from you'' - and if you happen to fight them anyway, the enemies will suffer from the Distress status effect.
* In ''VideoGame/{{Persona 5}}'', ''VideoGame/Persona5'', enemies now have dungeon specific forms, like knights, security guards and police officers, who wander the maps. Battle starts when you attack them or they attack you. However, in keeping with the game's PhantomThief themes, you now sneak up and BackStab enemies to get an advantage in battle, instead of just hitting them.



* The ''VideoGame/ValkyrieProfile'' games have enemies visible onscreen as shadowy shapes similar to Persona 3's blobs. These can be frozen and used as steps.

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* The ''VideoGame/ValkyrieProfile'' games have enemies visible onscreen as shadowy shapes similar to Persona 3's ''Persona 3'''s blobs. These can be frozen and used as steps.



* For the ''Franchise/ShinMegamiTensei'' series, ''VideoGame/{{Persona 3}}'', ''VideoGame/{{Persona 4}}'', ''VideoGame/{{Persona 5}}'', and ''VideoGame/ShinMegamiTenseiIV'' feature this kind of encounters.
* In ''VideoGame/{{Fallout 3}}'' and ''VideoGame/FalloutNewVegas'', once you reach a certain karma (in the former) or faction infamy (in the latter) level, you will have hit squads sent after you. When you enter their spawning areas, they will always find you, although you can sometimes get off a few shots at them from a distance before they attack (though this counts as unprovoked attacking and thus will hurt your reputation even ''worse'').

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* For ''VideoGame/ShinMegamiTenseiIV'' and its sequel ''VideoGame/ShinMegamiTenseiIVApocalypse'' have enemies on the ''Franchise/ShinMegamiTensei'' series, ''VideoGame/{{Persona 3}}'', ''VideoGame/{{Persona 4}}'', ''VideoGame/{{Persona 5}}'', and ''VideoGame/ShinMegamiTenseiIV'' feature this kind of encounters.
overworld represented by green digital stuff. Quest encounters are represented by red digital stuff.
* In ''VideoGame/{{Fallout 3}}'' ''VideoGame/Fallout3'' and ''VideoGame/FalloutNewVegas'', once you reach a certain karma (in the former) or faction infamy (in the latter) level, you will have hit squads sent after you. When you enter their spawning areas, they will always find you, although you can sometimes get off a few shots at them from a distance before they attack (though this counts as unprovoked attacking and thus will hurt your reputation even ''worse'').
31st Oct '17 4:32:03 PM superkeijikun
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* ''VideoGame/FinalFantasyXV'' has a combination of both random encounters and preexisting encounters: only a handful of enemies randomly spawn (usually from heavily-forested areas or the daemons at night) while most monsters and imperial soldiers can be seen beforehand and avoided should the player so choose.
27th Aug '17 1:19:05 PM nombretomado
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* All of the UsefulNotes/PlayStation3 ''Franchise/{{Atelier}}'' games (''[[VideoGame/AtelierRoronaTheAlchemistOfArland Rorona]]'', ''[[VideoGame/AtelierTotoriTheAdventurerOfArland Totori]]'', ''[[VideoGame/AtelierMeruruTheApprenticeOfArland Meruru]]'', ''[[VideoGame/AtelierAyeshaTheAlchemistOfDusk Ayesha]]'', ''[[VideoGame/AtelierEschaAndLogyAlchemistsOfTheDuskSky Escha & Logy]]'', and ''[[VideoGame/AtelierShallieAlchemistsOfTheDuskSea Shallie]]'') have enemy groups shown walking around on the dungeon map. Most are skippable, but there are also some that guard the exits to each level, and have to be defeated to proceed.

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* All of the UsefulNotes/PlayStation3 ''Franchise/{{Atelier}}'' ''VideoGame/{{Atelier}}'' games (''[[VideoGame/AtelierRoronaTheAlchemistOfArland Rorona]]'', ''[[VideoGame/AtelierTotoriTheAdventurerOfArland Totori]]'', ''[[VideoGame/AtelierMeruruTheApprenticeOfArland Meruru]]'', ''[[VideoGame/AtelierAyeshaTheAlchemistOfDusk Ayesha]]'', ''[[VideoGame/AtelierEschaAndLogyAlchemistsOfTheDuskSky Escha & Logy]]'', and ''[[VideoGame/AtelierShallieAlchemistsOfTheDuskSea Shallie]]'') have enemy groups shown walking around on the dungeon map. Most are skippable, but there are also some that guard the exits to each level, and have to be defeated to proceed.
31st Jul '17 6:28:19 AM CosmicFerret
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* ''Franchise/DragonQuest''

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* ''Franchise/DragonQuest''''VideoGame/DragonQuest''
23rd Apr '17 5:26:20 PM nombretomado
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* Later games in the ''Franchise/TalesSeries''.

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* Later games in the ''Franchise/TalesSeries''.''VideoGame/TalesSeries''.
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