Switch Theme:

Random Encounters  [RSS] Share on facebook Share on Twitter Submit to Reddit
»
Author Message
Advert


Forum adverts like this one are shown to any user who is not logged in. Join us by filling out a tiny 3 field form and you will get your own, free, dakka user account which gives a good range of benefits to you:
  • No adverts like this in the forums anymore.
  • Times and dates in your local timezone.
  • Full tracking of what you have read so you can skip to your first unread post, easily see what has changed since you last logged in, and easily see what is new at a glance.
  • Email notifications for threads you want to watch closely.
  • Being a part of the oldest wargaming community on the net.
If you are already a member then feel free to login now.




Made in fr
Beast of Nurgle



Nottingham, UK

I have decided to add in Random encounters by doing secret rolls and adding an event depending on what I roll.
When do people suggest you add these in? when they seem to be waiting around, or just randomly do it? would you also ask the characters to roll a dice or just do them yourself?

Thansk,

This message was edited 1 time. Last update was at 2012/09/13 13:01:39


 
   
Made in gb
Mad Gyrocopter Pilot




Scotland

I would say when there is a natural ebb in the adventure. Or to break up something monotonous like a long distance travel. Or just whenever you want to keep your players on their toes I guess. It's good to mix things up sometimes.
   
Made in fr
Beast of Nurgle



Nottingham, UK

As they are on a ship i have random encounters such as Doors locking up and gravity cutting out as well as random attacks. i think this will keep things different as i dont want it to be to much of a crawl
   
Made in us
[MOD]
Solahma






RVA

Random encounters are a key part of dungeon crawls.

   
Made in fr
Beast of Nurgle



Nottingham, UK

do you think it's best if i just roll them in secret and incorporate them in?
   
Made in us
[MOD]
Solahma






RVA

No, the point is that no one knows until it happens.

   
Made in us
Loyal Necron Lychguard





St. Louis, MO

Generally I have several made up ahead of time. During lulls or travel time I'll roll up a percentile for every X amount of time that passes in game. Hit the right number and we jump into the encounter.

11,100 pts, 7,000 pts
++ Heed my words for I am the Herald and we are the footsteps of doom. Interlopers, do we name you. Defilers of our
sacred earth. We have awoken to your primative species and will not tolerate your presence. Ours is the way of logic,
of cold hard reason: your irrationality, your human disease has no place in the necrontyr. Flesh is weak.
Surrender to the machine incarnate. Surrender and die.
++

Tuagh wrote: If you won't use a wrench, it isn't the bolt's fault that your hammer is useless.
 
   
Made in fr
Beast of Nurgle



Nottingham, UK

Hi,
I have several planned out depending on what number I roll on the dice.
how do you think the best way would be to incorporate them in to a dungeon crawl where there isnt large amounts of time that pass?
   
Made in us
Loyal Necron Lychguard





St. Louis, MO

Well, if there isn't a lot of dead time, depending on what is taking up that time, I'd question if you really need them. I use them to break them monotony of travel time or when the PCs are lollygagging in a dungeon. If they are resting up every other room, or taking an hour to search a closet, those can be good times to bring in a wandering monster to give them a gentle nudge to keep them moving. Also you can sneak them in if a fight goes entirely too easy for the PCs.

Generally wandering monsters are used as a DM's tool to control the pace of the game, to add a little excitement during dull periods, or as a time filler if the PCs end up completely abandoning your carefully planned adventure. If your game is already paced nicely, you may just want to keep them in your pocket for times when you need them.

11,100 pts, 7,000 pts
++ Heed my words for I am the Herald and we are the footsteps of doom. Interlopers, do we name you. Defilers of our
sacred earth. We have awoken to your primative species and will not tolerate your presence. Ours is the way of logic,
of cold hard reason: your irrationality, your human disease has no place in the necrontyr. Flesh is weak.
Surrender to the machine incarnate. Surrender and die.
++

Tuagh wrote: If you won't use a wrench, it isn't the bolt's fault that your hammer is useless.
 
   
Made in fr
Beast of Nurgle



Nottingham, UK

Sound advice, thank you.

some of the random encounters are ones like doors closing and locking up, or gravity cutting out ( as on a ship ) so do you think i could add these whenever?

thanks,
   
Made in us
Loyal Necron Lychguard





St. Louis, MO

I think mainly you have to ask yourself if 1) it provides a suitable challenge to the PCs in proportion to the intent of the encounter and 2) does it make sense within the setting or environment that the PCs are in? Why would gravity reverse itself on a ship? Is it a spell being cast as a prelude to an ambush? Who cast it and why? Is it the effects of some mysterious sea like the Bermuda Triangle? Even random encounters generally need to have some sort of tie in to make them relevant to where the PCs are and what they are doing.

11,100 pts, 7,000 pts
++ Heed my words for I am the Herald and we are the footsteps of doom. Interlopers, do we name you. Defilers of our
sacred earth. We have awoken to your primative species and will not tolerate your presence. Ours is the way of logic,
of cold hard reason: your irrationality, your human disease has no place in the necrontyr. Flesh is weak.
Surrender to the machine incarnate. Surrender and die.
++

Tuagh wrote: If you won't use a wrench, it isn't the bolt's fault that your hammer is useless.
 
   
 
Forum Index » Board Games, Roleplaying Games & Card Games
Go to: