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Mastering Act I: Uplevel Your D&D Encounters Through Energy, Valence & Pacing

Mastering Act I: Uplevel Your Encounters Through Energy, Valence & Pacing

Most D&D sessions do not fall flat because the ideas are bad. They fall flat because the emotional state of play never changes.


The table stays tense too long. Or calm too long. Or everything lives in the middle.


Good GMs feel when something is off. They sense the room losing focus, momentum stalling, or exhaustion creeping in. That instinct is pacing. What many GMs lack is a clear way to respond once they feel it.


Before we talk about energy, valence, or story structure, we need shared definitions. These are practical table definitions, not theory.


What Is an Encounter?

Encounter: Any moment where the players must make a significant choice, and the world responds.

An encounter is not just combat. A conversation can be an encounter. A discovery can be an encounter. A quiet moral decision can be an encounter.


If player choice matters and consequences follow, you are in an encounter.

Encounters are the units of play that pacing works on.


What Is Tension?

Tension: The feeling that something meaningful is at stake, and the outcome is not yet decided.

Tension is not noise. It is not danger by itself. It is not speed.


Tension exists when:

  • players care about the outcome

  • consequences are clear but unresolved

  • choice still matters


Tension can live in silence. It can exist without combat. It can sit quietly between words.

High energy can heighten tension, but it does not create it. Negative valence can deepen tension, but it is not required.


Tension comes from uncertainty paired with importance.


When tension breaks too early, scenes feel hollow. When tension never releases, sessions feel exhausting.


Good GMs do not maximize tension. They shape it, let it build, and choose when it resolves.


What Is Pacing?

Pacing is not speed. Pacing is not “keeping things moving.”

Pacing is:

  • the rhythm of tension, emotion, and revelation

  • alternating intensity and rest

  • managing table energy over time

  • reading live social feedback as play unfolds


Pacing lives in the moment. It is something a GM feels and adjusts instinctively. This post does not try to teach that instinct.


What this post teaches are the tools a GM uses once they feel the pulse shift.


What Is a Sequence?

Sequence: A series of encounters that come together to create a specific story effect.

That effect might be:

  • introducing a threat

  • proving danger

  • forcing commitment

  • testing resolve

  • giving false confidence


Encounters are moments of choice. Sequences are how those moments accumulate meaning.


Within a sequence, energy and valence carry forward unless the GM intentionally changes them. This is where pacing problems usually appear.


Energy and Valence: The Dials You Control


Energy describes how intense an encounter feels at the table.
Valence describes whether that intensity feels positive or negative.

  • High energy does not always feel good.

  • Low energy does not mean nothing is happening.

  • Negative emotion is not failure.

  • Positive emotion is not indulgence.

  • Energy and valence are neutral tools.


Flat sessions happen when they stay the same too long. Pacing is the GM’s awareness. Energy and valence are the tools used to respond.


This post focuses on how GMs shift energy and valence between encounters, especially during important story sequences, to keep play engaging. It is about contrast, movement, and emotional flow.


You already feel pacing at your table. This is about learning which dial to turn next.


Understanding High and Low Energy and Negative and Positive Valence in your D&D encounters

Energy & Valence as Sequence Dials

At the table, you do not control outcomes. You control energy and valence.


These are the two dials you turn as encounters stack together into a sequence. When GMs talk about pacing problems, what they are really describing is energy and valence staying the same for too long.


Re-anchor the definitions simply:

  • Energy controls the activation level of an encounter. How intense it feels. How much attention it demands. How quickly players must decide.

  • Valence controls the emotional direction of that intensity. Whether the moment feels hopeful or heavy. Earned or costly. Safe or threatening.


Pacing emerges from how these two change over time.


What the GM Is Actually Doing in a Sequence

Within a sequence, the GM’s job is not escalation at all costs. It is intentional variation.

Encounters do not need to top each other. They need to contrast with what came before.


Energy and valence naturally carry forward from one encounter to the next. If you do not deliberately shift them, the sequence will drift into a single emotional register, and the table will feel it.


The four states shown above represent the emotional terrain a sequence moves through.


None of them are wrong. None of them are optional.


From an encounter perspective, each state does different work.


High Energy / Negative

Fear, Panic, Loss, Desperation

These encounters compress time and narrow choices. They force action under pressure.


Examples include:

  • an ambush that breaks a plan

  • a chase where failure has immediate cost

  • a fight the party is not ready to win


This state proves danger is real. It raises urgency and commitment.

If you remain here too long, the table burns out.


High Energy / Positive

Triumph, Relief, Excitement

These encounters release pressure through success. They validate risk and confirm player agency.


Examples include:

  • defeating a major threat

  • escaping against the odds

  • turning the tide in a conflict


This state feels powerful because it follows struggle.

Stacked victories without contrast quickly lose weight.


Low Energy / Negative

Grief, Doubt, Unease

These encounters slow the table down. They allow consequences to land.


Examples include:

  • mourning losses

  • realizing a choice caused harm

  • sitting with uncertainty or doubt


This state is where meaning forms.

Rushing past it strips depth from the sequence.


Low Energy / Positive

Hope, Connection, Meaning

These encounters restore the table. They rebuild trust, purpose, and emotional safety.


Examples include:

  • campfire conversations

  • quiet character moments

  • seeing the world respond well to player action


This state is not filler.

It is emotional recovery.


The Core Principle

High energy is not always correct. Negative valence is not a mistake.

Flat sequences come from static emotional states, not weak encounters.


A strong sequence moves deliberately between these quadrants. That movement is what keeps play engaging and prevents exhaustion.


In the next section, we will apply these dials directly to ACT I sequences and show where each state earns its place.


What Is an Act?


Act:

A chapter of play defined by a clear emotional and narrative purpose, not by session count or location.

An act answers one core question for the players.

  • Act I: What is wrong, and why does it matter?

  • Act II: What will it cost to fix it?

  • Act III: What must be risked or lost to finish it?


This section focuses on Act I, where energy and valence calibration matters most. If Act I misfires, the rest of the campaign struggles to recover.


What Must Happen in Act I

Act I is not about heroics. It is about orientation and commitment.


By the end of Act I, players should:

  • understand what “normal” looks like and what has changed

  • recognize a real and credible threat

  • feel personal or moral pressure to act

  • choose involvement rather than drift into it


Act I does this through a series of sequences, each made up of encounters that deliberately shift energy and valence. Sometimes GMs collapse all of this into their first session, but I believe that this is a mistake, especially for a longer campaign.


GMs should take their time setting up what is normal, making the characters care about the NPCs, the current situation and/or the world. By taking the time to "set the scene", when change comes it is shocking, surprising, hits harder and hopefully is personal.


This way, when change comes, it makes an impact.


Opening Situation Sequence

Establish what “normal” looks like before it breaks


Emotional job: Establish stability and expectation, create player connection to your world

Typical energy/valence: High to Low energy, stable valence “Normal” does not mean quiet, slow, or boring.


Normal means predictable.


For some campaigns, normal is:

  • a loud, dangerous city

  • a war-torn frontier

  • a brutal pirate port

  • a high-energy culture built on risk and motion


The purpose of the Opening Situation is not to lower energy. It is to show the players how the world usually behaves.


Only then can change be felt.


What This Sequence Is Doing

This sequence answers one question:

What does the world look like when nothing is wrong yet?

That answer sets the baseline for contrast.

Energy can be low, medium, or high here. Valence can be neutral or even positive.


What matters is that the world feels stable in its instability.


Example Encounters

  • Encounter: Life as Usual

    • Goal: Establish routine and tone

    • Energy: Contextual

    • Valence: Stable

    • The party navigates the world as it normally functions. This could be bustling, violent, competitive, or chaotic — but it is expected.

  • Encounter: The Missing Boy

    • Goal: Signal change

    • Energy: Similar or slightly shifted

    • Valence: Tilting negative

    • Something breaks pattern. Not louder. Not bigger. Different.

    • An action that normally works fails. An authority figure hesitates. A familiar danger behaves in an unfamiliar way.


Additional Note: The Rule of Three

Use the rule of three to build a relationship with the PC.


Example: Having the PCs interact with an NPC three times.

The rule of three works like this. The first two interactions with the NPC establish the relationship, say for example, it is happy and positive. However, on the third interaction, the NPC has changed, is gone, harmed or dead.


I like to use the opening sequence to build the relationships with the NPCs. I use the rule of three to create bullies, friends or mentors and I do that through high and low energy encounters that are not yet tied to the main campaign. They are all apart of "normal".




Inciting Incident Sequence

Break the status quo and focus attention


Emotional job: Force awareness

Typical energy/valence: Rising energy, negative valence


The Inciting Incident is not about escalation. It is about disruption.


Something happens that does not fit the rules established in the Opening Situation. The world behaves in a way it normally would not, and that difference cannot be ignored.

This is the moment the campaign announces itself.


What This Sequence Is Doing

The Inciting Incident answers one question:

“What just changed?”

It does not explain the threat. It does not prove danger. It simply demands attention.


Players may still doubt the scale of the problem, but they no longer doubt that something is wrong.


Example Encounters

  • The Break

    • Goal: Violate expectation

    • Energy: Medium

    • Valence: Negative

    • A trusted system fails. A familiar danger acts differently. A public event goes wrong in a way no one planned for.

  • The Aftershock

    • Goal: Narrow focus

    • Energy: Medium to high

    • Valence: Negative

    • Confusion spreads. Rumors start. Authority hesitates or misreads the situation. The players are now looking at the same problem from different angles.


Sequence Insight

The Inciting Incident should feel unsettling, not overwhelming.

If it is too small, it gets dismissed. If it is too large, it steals weight from what follows.

Its job is simple: break normal and point the table toward the coming threat.


Proof of Threat Sequence

Remove doubt and raise urgency


Emotional job: Eliminate minimization

Typical energy/valence: Rising to high energy, strongly negative valence

The Proof of Threat is where uncertainty ends.

This sequence answers the question players are already asking:

“Is this actually dangerous?”

After this point, doubt should no longer be comfortable.


What This Sequence Is Doing

The Proof of Threat does three things:

  • shows real consequences

  • removes alternative explanations

  • raises the cost of inaction


This is not about spectacle. It is about credibility.


The threat stops being theoretical and starts affecting lives, places, or things the players care about.


Example Encounters

  • The Evidence

    • Goal: Make harm undeniable

    • Energy: Medium

    • Valence: Negative

    • Destruction, casualties, or irreversible loss. Something cannot be explained away or ignored.

  • The Near Miss

    • Goal: Increase urgency

    • Energy: High

    • Valence: Negative

    • A failed defense. A narrow escape. A fight the party survives but does not control.


Sequence Insight

This sequence should feel clarifying, not chaotic. If the threat still feels abstract afterward, urgency collapses later. If it feels relentless, players burn out early.


The Proof of Threat locks the danger in place so the next sequence can ask the only remaining question:


What are you going to do about it?


Call to Action Sequence

Turn awareness into commitment


Emotional job: Create ownership

Typical energy/valence: Medium to high energy, mixed valence


The Call to Action is not about orders.

It is about choice.


This sequence answers the question the table is now ready to face:

“What are we going to do about this?”

By the end of this sequence, the players should feel that inaction has become a decision.


What This Sequence Is Doing

The Call to Action does three things:

  • frames the stakes personally or morally

  • gives the players a reason to care beyond curiosity

  • commits them to a direction they chose


This is where the campaign stops happening around the party and starts happening because of them.

Example Encounters

  • The Ask for Help

    • Goal: Make the stakes personal

    • Energy: Medium

    • Valence: Mixed

    • An NPC plea. A revealed connection. A cost that lands close to home.

    • The problem is no longer abstract.

  • The Threat is Revealed and Impact Understood

    • Goal: Lock commitment

    • Energy: Medium to high

    • Valence: Cautiously positive

    • The party chooses a course of action. Resources are spent. Retreat becomes harder.


Sequence Insight

The Call to Action should feel resolute, not triumphant.


If valence swings too positive, danger feels solved. If it stays too negative, players hesitate to move.


This sequence stabilizes energy and turns pressure into purpose.


Act I ends not with answers, but with direction.


Below is an overview of all of the different sequences that I might use in Act I of any of my campaigns.


I use these as guidelines. In some campaigns I might collapse one into another, but at the end of the day I am using this structure to hit the high and low encounters expected by my players.




Act I Wrap-Up: How You Know It’s Working

Act I works when the table feels oriented, unsettled, and committed.

By the end of these sequences, players should not have answers. They should have direction.


Here is what a healthy Act I feels like in play:

  • The world’s “normal” is clear, even if that normal is loud or dangerous

  • Something breaks that pattern and cannot be ignored

  • Doubt gives way to urgency as consequences become real

  • The players choose to act, not because they were told to, but because inaction now has weight


From an energy and valence perspective, Act I succeeds when movement is visible.


Energy rises and stabilizes. Valence darkens, then mixes with purpose. No single emotional state dominates for too long.


If Act I feels flat, look for static energy. If it feels exhausting, look for unrelieved negative valence. If players hesitate, the Call to Action did not land personally enough.


Pacing is your awareness in the moment. Energy and valence are how you respond between encounters.


Act I ends when the players stop asking “What is happening?” and start asking “What do we do next?”


That question carries the campaign forward.


Act I Checklist (GM-Facing)

Use this between encounters or at the end of a session. This is not prep math. It is a clarity check.


Foundations

  • ☐ Have I shown what “normal” looks like in this world?

  • ☐ Does that normal feel stable, even if it is loud or dangerous?

  • ☐ Did something clearly violate that normal?


Inciting Incident

  • ☐ Did the change feel different, not just bigger or louder?

  • ☐ Did it demand attention without explaining everything?

  • ☐ Did players stop drifting and start watching?


Proof of Threat

  • ☐ Is the danger now credible, not theoretical?

  • ☐ Have consequences landed on people, places, or values players care about?

  • ☐ Did urgency rise without turning into nonstop chaos?


Call to Action

  • ☐ Were the stakes framed personally or morally?

  • ☐ Did the party choose a direction rather than receive orders?

  • ☐ Did commitment cost something real?


Energy & Valence Flow

  • ☐ Did energy change across sequences?

  • ☐ Did valence shift from stable to negative, then toward purpose?

  • ☐ Did any single emotional state last too long?


Red Flags

  • ☐ Everything felt “medium” for too long

  • ☐ Pressure stacked without relief

  • ☐ Victories felt hollow or unearned

  • ☐ Players hesitated because the problem still felt abstract


If you checked any of these, adjust energy or valence, not plot.


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