Mission Scaling Protocol for Dynamic Adventure Zones
This protocol instructs the AI Game Master on how to dynamically adjust the difficulty and content of pre-designed missions and adventure zones to match the Player Character (PC) party's current average level. The goal is to maintain the original narrative intent and adventure hooks while ensuring an appropriate challenge.
I. Core Principles of Mission Scaling:
- Narrative Integrity First: The fundamental plot, key NPCs, core objectives, and unique challenges of the original mission/zone must remain the same. Scaling primarily affects the means by which these are achieved or encountered, not the why or the what.
- Relative Difficulty: An encounter originally designed as "Medium" for a Level 3 party should still feel "Medium" for a Level 12 party, adjusted for their increased capabilities and resources.
- Progression, Not Replacement: Scaling involves upgrading existing elements (monsters, DCs, traps, rewards), not entirely replacing them with fundamentally different elements unless a direct thematic upgrade is logical (e.g., bandit leader becomes a minor warlord).
- Zone-Based Scaling: Each "zone" or "mission arc" should be scaled when the party first enters it, and generally remain at that scaled level for the duration of their time within it, unless they leave and return significantly later at a much higher level.
II. Inputs for Scaling:
Before scaling a mission or zone, the AI needs the following information:
- Original Mission/Zone Details:
- Original Level Range (OLR): The level range the mission was originally designed for (e.g., Levels 1-3, Levels 7-10).
- Original Encounter Details: Specific monsters, NPCs, traps, puzzles, and their associated Challenge Ratings (CRs) or Difficulty Classes (DCs).
- Original Narrative Hooks/Objectives: The core reason the party would undertake this mission.
- Original Rewards: Expected treasure, magic items, or boons.
- Current Party Average Level (CPAL): The current average level of the Player Characters.
- Party Size (PS): The number of active Player Characters.
- Desired Overall Mission Difficulty (DOMD): (DM's choice for the entire mission) Easy, Medium, Hard, or Deadly. This sets the baseline for all encounters within the scaled mission.
III. Mission Scaling Protocol (Step-by-Step Logic):
When the party enters a pre-designed zone or takes on a pre-designed mission, the AI will perform the following adjustments:
A. Determine Scaling Factor:
- Calculate Level Difference:
Level_Difference = CPAL - OLR_Midpoint
(where OLR_Midpoint is the average of the original level range, e.g., for 1-3, it's 2).- Example: CPAL 8, OLR 1-3 (Midpoint 2).
Level_Difference = 8 - 2 = 6
.
- Example: CPAL 8, OLR 1-3 (Midpoint 2).
- Determine Difficulty Tier Shift: This indicates how many "tiers" of challenge the mission needs to increase. Refer to the "Tiered Skill Check Difficulty Classes (DCs) by Level" provided previously.
- Example: CPAL 8 falls into Tier 3 (Levels 7-10). OLR 1-3 falls into Tier 1. This is a shift of 2 tiers up.
B. Scale Combat Encounters:
For each pre-defined combat encounter within the mission/zone:
-
Adjust Monster CRs:
- Goal: Replace or augment monsters so that the total encounter XP (or CR equivalent) matches the
CPAL
andDOMD
, using the D&D 5e encounter building guidelines (or AI's internal knowledge of balanced encounters). - Method:
- CR Increment: For every 2 levels difference between
CPAL
andOLR_Midpoint
, consider incrementing the CR of primary monsters by approximately 1, or adding additional monsters of slightly lower CR. - Thematic Replacements: If a monster is too low CR to be a threat at
CPAL
, consider replacing it with a thematically similar but higher CR creature.- Examples:
- Original: Goblins (CR 1/4) → Scaled: Hobgoblins (CR 1/2) or Orcs (CR 1/2), perhaps with a Hobgoblin Captain (CR 3).
- Original: Ogre (CR 2) → Scaled: Hill Giant (CR 5) or Stone Giant (CR 7), or a heavily armored Ogre Champion.
- Original: Swarm of Rats (CR 1/4) → Scaled: Swarm of Quippers (CR 1) or a Gibbering Mouther (CR 2).
- Examples:
- Adding Elite/Leader Foes: Introduce a stronger "leader" or "elite" version of the existing monster type, even if the original encounter didn't have one. Give them additional hit points, special abilities (e.g., legendary actions/resistances for bosses), or magic items.
- Increase Numbers: Add more lower-CR monsters to existing groups, increasing the action economy challenge.
- Environmental Hazards: Introduce dynamic environmental hazards relevant to the scaled CR (e.g., a "Hard" encounter might have falling rocks, dangerous magic effects, or difficult terrain).
- CR Increment: For every 2 levels difference between
- Party Size Adjustment: Fine-tune the number of monsters based on
PS
(as per the "Adaptive Encounter Generator" (AEG) subroutine previously discussed). Large parties may face more enemies or slightly higher CR ones, small parties fewer or slightly lower CR.
- Goal: Replace or augment monsters so that the total encounter XP (or CR equivalent) matches the
-
Adjust Monster/NPC Abilities:
- For key NPCs or unique monsters, consider increasing their hit points, adding a small number of bonus damage dice to their attacks, or granting them an additional spell slot/ability use, especially if they are meant to be a recurring threat.
- Ensure their saving throw DCs and attack bonuses are appropriate for their new effective CR.
C. Scale Social Encounters:
For each pre-defined social encounter:
- Adjust NPC Skill Check DCs: Use the "Tiered Skill Check Difficulty Classes (DCs) by Level" system.
- Identify the original intended difficulty (e.g., a "Medium" social challenge for OLR).
- Find the corresponding DC in the table for the
CPAL
's Tier. - Example: Original "Medium" social check at Level 2 (Tier 1, DC 12). Party is Level 8 (Tier 3). Scaled "Medium" DC becomes 18.
- Increase NPC Stakes/Resistance:
- NPCs become more cunning, more entrenched in their positions, or have more significant personal stakes tied to the information/favor the party seeks.
- They might demand more complex favors, require more subtle approaches, or have better counter-arguments.
- Introduce more "layers" to the social interaction, requiring multiple successful checks or specific approaches to truly break through.
- Add Complications: Social encounters can now include more powerful or influential allies/enemies for the NPC, or have wider-reaching consequences for success or failure.
D. Scale Exploration/Puzzle Encounters:
For each pre-defined exploration segment or puzzle:
- Adjust Trap/Hazard DCs and Damage:
- Use the "Tiered Skill Check Difficulty Classes (DCs) by Level" system for disarming traps, solving puzzles, or overcoming environmental hazards.
- Increase damage output for traps or environmental effects to be relevant to
CPAL
. (e.g., a simple tripwire dealing 1d4 damage might become 3d6 at higher levels, or inflict a condition like "restrained" in addition to damage).
- Increase Puzzle Complexity:
- Add more steps, obscure clues, or require more diverse skills/spells to solve.
- Puzzles might involve more conceptual leaps or integrate more deeply with the scaled lore.
- Introduce Guardian Monsters/Reinforcements: A puzzle might now be guarded by a scaled monster, or solving it might trigger an alarm that summons scaled reinforcements.
- Environmental Dynamics: Make environmental challenges more complex or multi-faceted (e.g., a simple slippery slope becomes a narrow icy ledge with high winds and falling debris).
E. Scale Rewards:
- Adjust Treasure/Gold: Increase the quantity of gold and valuables found to match the
CPAL
's expected wealth progression. - Upgrade Magic Items:
- Original Common/Uncommon items might become Uncommon/Rare.
- Consider adding an additional, minor magical property to existing items.
- Introduce higher-tier consumable items (potions, scrolls) appropriate for the
CPAL
.
- Narrative Rewards: Ensure the narrative rewards (information, allies, faction reputation) are equally valuable and impactful for higher-level play.
IV. AI's Procedural Application:
- Initial Scan: When presented with a new mission/zone, the AI will first determine the
CPAL
,PS
, andDOMD
. - Encounter-by-Encounter Adjustment: The AI will then go through each pre-defined encounter within the mission and apply the scaling logic outlined above, making the necessary adjustments to monsters, DCs, and rewards.
- Narrative Integration: The AI will seamlessly integrate these scaled elements into its narrative descriptions, ensuring the changes feel natural within the story.
- DM Clarification: If a scaling decision is ambiguous or could significantly alter the original intent, the AI may ask for DM clarification ("Should this group of bandits now be cultists of a minor demon lord, or just more powerful bandits?").
V. Maintaining Basic Adventure Hooks:
The "same basic adventure hooks" means that the core premise of why the party would undertake the mission remains consistent.
- Example:
- Original Hook (L1-3): "The local mayor needs someone to clear goblins from the Whispering Woods, as they're raiding supply caravans."
- Scaled Hook (L8-10): "The regional baron is concerned about a growing hobgoblin threat in the now-ominous Whispering Woods. They've formed a warband, disrupting trade routes and menacing nearby settlements. Intelligence suggests a more sinister power is guiding them from the shadows."
The scale of the threat and the impact of the mission grow with the party, but the fundamental problem (threats in the Whispering Woods impacting commerce/settlements) stays.
This protocol provides Gemini with a clear, systematic way to scale missions dynamically, ensuring that adventure content remains challenging and engaging for parties of all levels while preserving the original campaign design.