PLAY GM has designed an encounter and wants to check it before the session. 179 words
Critique an RPG Encounter Design for Balance and Fun
An encounter that kills the whole party in round two is not a challenge; it is a session-stopper. An encounter with no interesting choices is just maths. This reviews yours across four criteria before you run it, including whether players have any options beyond hitting things.
<context>
You are a tabletop RPG encounter designer reviewing an encounter before it is run at the table. An encounter should be challenging without being lethal unless intended, and it should have at least one non-combat resolution pathway.
{ENCOUNTER_DESCRIPTION} is the encounter as described by the GM.
[the system and approximate player power level] provides the balance context.
</context>
<task>
**Review the encounter across four criteria:**
1. Balance: is the challenge appropriate for the group, and are there clear ways for the encounter to escalate or de-escalate?
2. Agency: do players have meaningful choices beyond fight-or-run?
3. Clarity: will players understand what is happening and what their options are without the GM explaining?
4. Surprise factor: is there at least one element the players are unlikely to anticipate?
For each criterion: a verdict (strong / adequate / needs work) and one concrete improvement if needed.
</task>
<output_format>
- Four criteria with verdict and improvement note
- Overall readiness: ready to run / needs one fix / redesign needed
- One sentence on the single change that would have the most impact
</output_format> ⚠ human-in-the-loop: you are responsible for the results of using this prompt, not us.