• Ziggurat
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    8 months ago

    It’s interesting seeing “random encounter” coming back in grace, I have the impression that they were universally considered as a “bad practice” for at least 2 decades, and now i see people defending them again. Is it an effect of both the OSR and Rule-light zero-prep ? Or is it that I spend more time on english speaking communities dominated by more “classical D&D perspective”

    My issue, and why I (quickly in my GM career) stopped putting “random combat” is that, as a “low combat GM” random combats end-up interrupting the game for no reasons, and end-up being either “clay shooting practice” (So a few easy ennemies to roll some dices without bringing anything to the story) or a “catastrophic event” throwing all the PC plan away as they walked injured out of that fight and will need a lot of in game time to recover which basically breaks the game. If there is a combat, the PC called for it, either by their action or their non action, but not just by “simply existing in the game world”

    However, I can totally see how for games with more focus on combat, it can still be interesting, just “not my cup of tea”

    • Whidou@ludosphere.fr
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      8 months ago

      @Ziggurat @mozz I also have very little combat in my games, but I use random encounters all the time because they make the setting dynamic.

      I don’t equate random encounter with random combat, an encounter can be something to interact with, talk to, run from, or plenty of other things.

      I also don’t equate “random” with “unrelated to the rest of the adventure”, part of the fun of random encounters is figuring out why and how an ogre ended up on top of the ruined tower, and building on that.

      • mozz@mbin.grits.devOP
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        8 months ago

        Yeah. This is why I like his table. I get what @[email protected] is saying in that random encounters can feel kind of same-y and pointless – but if there’s a little subplot that the encounter is looping the players into, where they can decide for themselves how to react to what happens and how much to involve themselves in it – then it can form instead a good way to add some grist to the let’s-have-fun mill.

        • mozz@mbin.grits.devOP
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          8 months ago

          Literally every single time I have presented my players with an unaccompanied child who’s asking for help, they’ve believed it to be some treacherous magical creature or illusion designed to lure them into some horrible trap.

          It’s never been those things. It’s always just been a lost child. But every time, without fail, they spring to their guard, they start detecting magic, all kinds of things. I honestly have no idea where they got the idea that that’s what lost children mean.

    • fibojoly
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      8 months ago

      First thing you need to realise is that’s it’s random encounters, not random combat.
      It’s an opportunity for some role play, for establishing the setting, for dishing out adventure related info, etc.
      If you’re only using the concept for more combat, then yes, I wouldn’t see the point either.

    • Archelon@lemmy.world
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      8 months ago

      I’d imagine it’s the OSR influence, especially with the more old-school notion that the random encounters are the story.

      That is, instead of random encounters being an interruption of the narrative, they’re just as much a part of it as the time your PCs sat in a bar for two hours trying to convince the barmaid to go dungeon-crawling with them.

      Especially if random encounters include variation in distance and attitude. Encountering a knight could involve stumbling into a questing hedge knight‘s campsite, or it could involve hiding from the Black Knight after spotting them from a nearby hillside.

      And there is also a narrative purpose in having combat start from “just existing in the game world.” Parts of the world are dangerous and deadly to be in, and random encounters are a good way to portray that without elaborately plotting out a sequence of “dangerous events” on a travel timetable.