[RPG] How to keep repeated arena combat from getting boring

dnd-5eencounter-design

In a campaign world I am creating, I want the characters to be given a plot hook to start into the primary campaign at about level 5, but since some of the players are new, I think it would still be wise to start at level 1 so they can get a feel for the game.

I have an idea to have them all start the game as imprisoned for varying reasons (they may decide, themselves) but ultimately part of their punishment is gladiatorial arena combat. I think this would give a great chance to learn the game, combat system, and what their characters can do, as well as give a chance to level up from 1 to 5. When they have reached at or near level 5, the King will give them an offer to end their sentences if they complete a task (which will start the campaign)

My question: How can I make sure the arena combat is not too boring for 5 levels? I want to throw a variety of creatures at them, as well as potentially pit them against each other if it can be done fairly, but I'm not sure there would be enough variety.

Best Answer

The same way(s) you keep any other combat from getting boring.

First, I'm going to point you to DDAL03-04 "Shackles of Blood" which has an excellent arena scene in it exemplifying some of the advice I'll give below. These are presented in ascending order of complexity. Because in your repeated scenario, you should be adding in these elements and combining them in new ways with each iteration.

Terrain

Just because it's an arena doesn't mean that the ground is flat and featureless. Terrain makes non-arena interesting, right? Put some in your arena. This also encompasses hazards and obstructions, not just topography.

Cover & Visibility

Hand-in-hand with terrain, areas of cover and impairments to visibility make tactical decisions more interesting. A literal fog of war changes everything; most importantly, turning combat from a game of perfect-information tactics to a game of imperfect-information risk and resource management. Whether it's weather, terrain, or magic, your ranged attakers should never have the ability to target all points from any one point.

Objectives

Outright slaughter of the opposing side is the least interesting possible setup, yet is too often the go-to. "King of the hill" or "capture the flag" scenarios, a task to be completed while defending an asset, and splintered priorities all spice things up. Is your arena-runner diabolical enough to offer individual rewards to characters, in ways that might put them at odds? Can they make a friend of the slave-captain by comporting themselves in one way, though their safety is dependent on a different behavior?

Time

A ticking clock makes every decision more impactful. Do bridges give way every round, threatening to strand characters far from their allies? Does a new foe enter every N rounds, turning the slower-but-low-risk strategy into a riskier one? Are terrain elements changing with time?