Raid Encounter Designer
Design cooperative endgame encounters as information, responsibility, action, and feedback systems embedded inside combat.
The goal is not to imitate Destiny mechanics. Use the research to extract durable design invariants: social dependency, readable responsibility, discoverable rules, satisfying mastery, fair pressure, and memorable pacing.
Read First
| Task | Read |
|---|---|
| Designing or critiquing a raid/encounter | references/raid-encounter-grammar.md |
| Using Destiny as a design reference | references/destiny-raid-design-patterns.md |
| Producing a full design artifact | assets/raid-design-template.md |
| Validating a completed design artifact | scripts/validate_raid_design.py |
Core Principle
A raid encounter is not merely:
hard enemies + puzzle
Model it as:
fantasy
+
objective
+
mechanic language
+
information graph
+
role / responsibility graph
+
action state machine
+
combat / time / spatial pressure
+
feedback ladder
+
failure + recovery topology
+
accessibility contract
+
blind-solve experience
+
repeat-clear experience
The most important question is:
What social behavior does this mechanic cause the players to perform?
Required Workflow
1. Define the fantasy and target feelings
Before inventing mechanics, state:
- player fantasy;
- encounter fantasy;
- desired emotional rhythm;
- desired cooperative feelings.
Examples of useful target feelings:
shared discovery
individual accountability
controlled panic
trust during a relay
clutch recovery
mastery after repetition
spectacle under pressure
Do not begin from "we need an orb dunk" unless the mechanic already has a clear social purpose.
2. Define player count and experience target
Specify:
- intended fireteam size;
- expected prior mechanic knowledge;
- first-clear difficulty target;
- repeat-clear difficulty target;
- whether this is raid, dungeon, mission, or challenge variant.
Do not silently assume six players because Destiny uses six-player raids.
3. Choose a small mechanic vocabulary
Use mechanic primitives from references/raid-encounter-grammar.md.
Prefer a small reusable language over unrelated nouns in every room.
A raid progression may look like:
teach A
→ A under pressure
→ A + B
→ twist / deliberate surprise
→ culmination
Novelty should be intentional rather than constant mechanic accumulation.
4. Draw the information graph
For every piece of required information, document:
who can perceive it?
who needs it?
how does it travel?
how long is it valid?
what happens if it is wrong or late?
what confirms the interpretation?
Example:
Observer A ──target callout──> Operator B
Operator B ──opens route──> Runner C
Runner C ──deposit result──> whole team
If one player can see and perform every important action, verify that the encounter intentionally wants low communication dependency.
5. Draw the role / responsibility graph
Each meaningful role should have at least one of:
- unique information;
- unique permission;
- unique timing responsibility;
- unique movement responsibility;
- meaningful combat-control responsibility;
- recovery responsibility.
Document dependencies and failure impact.
Avoid spectator syndrome: a few players perform the encounter while everyone else is generic add clear with no meaningful dependency.
Add clear is meaningful when combat control materially protects or enables mechanics.
6. Define the encounter state machine
Write explicit states and transitions.
Example:
SETUP
→ DISCOVERY / ACQUIRE
→ ROUTE / TRANSFER
→ RESOLUTION
→ VULNERABILITY
→ RECOVERY / RESET
→ NEXT CYCLE
→ LAST STAND
→ COMPLETE
For each transition specify:
- trigger;
- authoritative state change;
- player-visible feedback;
- timeout;
- failure behavior.
Do not make the mechanic depend on ambiguous hidden scripting.
7. Add pressure deliberately
Tune separate pressure axes instead of multiplying all of them together:
- combat lethality;
- enemy density;
- time pressure;
- information complexity;
- memory burden;
- spatial separation;
- movement execution;
- role-switch frequency;
- resource pressure;
- recovery scarcity.
Combat should preferably interact with mechanic execution rather than existing as unrelated background noise.
8. Design a feedback ladder
A blind puzzle needs a discriminating loop:
observe
→ hypothesize
→ act
→ receive feedback
→ revise
Provide feedback at multiple scales when appropriate:
MICRO
interaction response / icon / sound
MESO
room / role / timer / boss state changes
MACRO
phase advance / vulnerability / arena transformation
Players do not need immediate explanations, but correct and incorrect actions must usually produce enough evidence to form better hypotheses.
9. Design failure and recovery topology
Explicitly classify mistakes:
local penalty
recoverable role failure
phase failure
full wipe
For each failure define:
- cause;
- visible reason;
- recovery path;
- reset cost;
- whether another player can clutch the attempt.
Do not use full wipes as the default consequence for every small error.
10. Design the boss as an encounter participant
If this is a boss fight, define:
- boss fantasy;
- signature attacks;
- arena control;
- telegraphs;
- vulnerability logic;
- damage-phase behavior;
- last stand;
- interaction with the raid mechanic language.
Avoid automatically turning vulnerability into a harmless stationary DPS dummy.
For active DPS, maintain readable telegraphs and deterministic threat patterns. Difficulty must remain interpretable.
11. Design callouts and accessibility as an interface
Document:
- canonical role names;
- symbol/token vocabulary;
- room orientation;
- expected viewing distances;
- color-independent encoding;
- audio/visual redundancy where appropriate;
- short natural callouts;
- likely simultaneous-callout collisions.
Do not manufacture challenge from poor readability.
12. Design pacing across the raid
A raid is an adventure, not a row of mechanic rooms.
Use contrast:
combat
→ puzzle
→ traversal
→ quiet spectacle
→ escalating encounter
→ boss
→ escape / relief
Traversal should have a purpose: communication, navigation, movement mastery, story, spectacle, regrouping, or danger.
13. Evaluate blind solve and repeat clear separately
Blind-solve target
Ask:
- Can players form hypotheses without a guide?
- Does correct action create useful evidence?
- Is there a satisfying breakthrough?
- Is failure interpretable?
Repeat-clear target
Ask:
- Is the known solution still fun to execute?
- Is there excessive waiting or travel?
- Are some roles boring once mystery disappears?
- Does execution mastery reduce time naturally?
- Can teams recover dynamically?
A strong Day-1 puzzle can still be a bad weekly encounter.
14. Design mastery/challenge variants by changing rules
Prefer challenge variants that demand deeper understanding:
- role rotation;
- constrained routing;
- synchronized execution;
- time trial;
- altered safe zones;
- new dependency edges;
- reduced recovery;
- new boss pressure.
Do not default to only more enemy health and damage.
15. Define validation evidence before implementation
For material designs, require:
informed state-machine test
blind playtest
intact-team/clan blind test when possible
mixed-experience teaching test
repeat-clear test
accessibility/readability test
state/network reliability matrix
challenge-variant test
Capture wipe reasons, hypotheses, role participation, communication failures, and dead time.
Output Contract
For a full raid design, use assets/raid-design-template.md and produce a durable artifact such as:
design/raid-design.md
A complete result must contain:
- fantasy and emotional targets;
- player-count / experience assumptions;
- raid mechanic vocabulary;
- encounter sequence and pacing curve;
- information graph;
- role graph;
- state machine;
- pressure axes;
- feedback ladder;
- failure/recovery table;
- boss/DPS behavior where applicable;
- accessibility/callout contract;
- blind-solve evaluation;
- repeat-clear evaluation;
- validation plan.
Run:
python3 skills/raid-encounter-designer/scripts/validate_raid_design.py path/to/raid-design.md
before declaring the design artifact structurally complete.
Structural validation does not prove the encounter is fun. Only playtesting can validate the requested player experience.
Critique Mode
When asked to critique an existing encounter, do not merely give opinions.
Evaluate it against:
SOCIAL DEPENDENCY
INFORMATION FLOW
ROLE PARTICIPATION
MECHANIC COHERENCE
FEEDBACK QUALITY
FAILURE FAIRNESS
COMBAT INTEGRATION
BOSS THREAT
PACING
ACCESSIBILITY
BLIND DISCOVERY
REPEAT MASTERY
TECHNICAL ROBUSTNESS
REWARD FIT
Separate:
observable issue
from
hypothesized cause
from
recommended intervention
Example:
OBSERVATION
four players spend most cycles doing generic add clear
HYPOTHESIS
information and permission graph only requires two actors
INTERVENTION
split information ownership or add meaningful protection/routing dependencies
Anti-Patterns
Avoid unless intentionally justified:
- spectator syndrome;
- arbitrary callout tax;
- poor telegraph readability masquerading as difficulty;
- correct actions with no feedback;
- one-mistake-wipe for every error;
- boss becomes harmless during DPS;
- hard mode = stats only;
- new mechanic nouns every encounter;
- fake roles with no unique decision;
- forced waiting after the mystery is solved;
- mechanics whose network/state failure is indistinguishable from player error;
- encounter implementation before information/role/state contracts exist.
Research Status
The Destiny-specific observations in references/destiny-raid-design-patterns.md are source-observed research, not proof that every pattern will work in every game.
Treat this Skill's workflow as a strong design hypothesis until local raid prototypes and playtests corroborate which parts deserve durable enforcement.
Do not copy Destiny-specific names, encounters, symbols, characters, locations, or proprietary content. Transfer the design invariant, not the surface implementation.