| Post/Author/DateTime | Post |
|---|---|
| #1abattiorOct 21, 2010 19:49:18 | I was wondering if anyone had any thoughts on how often characters would face random encounters while traveling throughout Athas? I was hoping for some percentage tables, and I could probably make them myself, but I'm just wondering what people think is reasonable. 30% chance of encounter during 8 hours of travel? 15% chance of encounter during 8 hours of rest? Obviously with higher percentages it's going to be quite common for characters to end up having random encounters. This will slow down the pace of the game somewhat, but I feel it lends to the deadly feel of Athas. I have already put together several random Athasian encounters, but I just need a system to implement them. Encounters range from Party level -2 to Party level +3, with one very high level encounter as well. Does anyone currently have a random encounter system they are using? |
| #2NyarlathotepOct 21, 2010 20:31:44 | I use Raymond Chandler method, rather than dice. Raymond Chandler is famous for the maxim for writers "When things get slow, have someone walk through the door with a gun" (paraphrased). So that's what I do. Been travelling safely a couple of days? Players getting cocky? A handful of raiders ought to liven things up. Granted, maybe not quite what you were looking for, but it's what works for me. |
| #3rotheOct 22, 2010 7:47:39 | I use Raymond Chandler method, rather than dice. Raymond Chandler is famous for the maxim for writers "When things get slow, have someone walk through the door with a gun" (paraphrased). So that's what I do. Been travelling safely a couple of days? Players getting cocky? A handful of raiders ought to liven things up. I agree. I don't like to randomize events in the campaign. Improvising something up when it seems things get slow is just what I like to do. I might make some ready made encounters that I can drop in. In some sense, they resemble random encounters - only because they don't have much plot significance though, not because I would roll dice to see when to use them. |
| #4Kye_TyradOct 22, 2010 8:08:33 | I actually have a few encounters already prepared and just leave them on the side so I can throw them at the group if things get slow. Generic bands of raiders, insect swarms, deadly plants... As the group gets higher in levels you can just scale the generic encounters for them. I have actually thrown in the tracks of some large overpowered creature, think giants, drakes, dune reapers, etc. I never let the group actually encounter the creature, but it sure gets them stirred up that this thing might still be around and keeps them on edge. You can have them roll some nature checks to help identify the tracks, they could even track the beast for a while if they get really brave. Basically turn it into a skill check encounter. I used to rely on totally random encounters, but then I was not prepared, which as the DM I like to be as prepared as possible. Sometimes the totally random encounters become way too powerful for the party and it makes for a bad encounter. |
| #5AlphastreamOct 22, 2010 13:41:57 | I wrote a blog about exploring and a method for random encounters in my blog post on Hexploration (a system proposed by SRM). The basic concept is to use terrain to decide how frequently different types of encounters will trigger. You design a series of encounters (often loosely) of varying challenge. Some are really scenes or skill challenge sections. Others are negotiations or even benefits (finding a carcass that can be stripped for parts). And you have a couple of combats you sketch out. You then let players roll to see what happens as they explore/travel. The upside is that it feels like random encounters - it has that old school feel. But, the encounters are well though out. You have a menu of options and each encounter progresses your campaign's story (as opposed to being completely random and meaningless). The downside is that I'm not clear how good an effect random encounters really are on a campaign. I've been experimenting with various sandboxing options and there is a part of me that thinks it is just best to write the story and have it play out. Put your energies into what that trek should be like and just try to make it as rich and meaningful and fun as you can. I suspect a mix is best. A well structured "random" encounter approach can be fun and add variety. Most of the time, it is probably best to have a prepared set of encounters that really progress the story. You can still have these encounters vary based on PC actions. |
| #6awaken_D_M_golemOct 26, 2010 16:33:20 | the deadly feel of Athas. That is the system. Old school d&d had (has) Wandering Monsters as a feature of the game. 4th edition has "wandering" monsters as a normal part of the encounter planning, for the DM. It's an encounter in a location the PCs don't necessarily know a fight will take place. They've scouted where the Orc Army encampment is, but they don't know where the Orc Scouts and patrols are. You want to hit them, with the Half-Orc Warlock template 22nd level, when they are level 15 ... well that can be the plan. It doesn't have to be the plan. Pick a higher number / pick a lower number. Do they whoopsy and fight that guy in the camp, or at "the" bridge, or foraging for food (both of them) ?? That's up to you. Alphastream's last paragraph is the business. |