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Set Encounters? Use Wandering Encounters Instead!
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<blockquote data-quote="Mesh Hong" data-source="post: 4850229" data-attributes="member: 73463"><p>My initial thought is: <em>what is the actual situation between the Lizardmen and the Gnolls</em>?</p><p> </p><p>I think the answer to this question will dictate the direction of the Gnoll encounters.</p><p> </p><p>Without any other information I am having to assume a stalemate between the two sides, or that they are not interested in driving out their opposite force once and for all.</p><p> </p><p>However you imply that the lizardmen have organised rigid defences that they guard while the Gnolls are more interested in patroling their territory.</p><p> </p><p>What I would probably do would be to create a no-mans land or uncontrolled area between the two factions, this would be the main battle ground when or if the two factions fought and would contain a few creatures that could flourish or at least scavenge in the area (ideal for lurkers or vermin)</p><p> </p><p>The Lizardmen could still have their fixed defences on their side.</p><p> </p><p>The Gnolls could have a couple of guard posts that are always manned and ready to sound the alarm. With the rest of their forces as you described acting as seperate packs - patrolling, resting, training, hunting outside the complex etc.</p><p> </p><p>I don't think I would bother with the whole random encounter thing. I would stick with your packaged Gnoll encounters but instead of randomly checking for which one to use I would decide how and when they were encountered depending on what the characters did and if any dramatic moments became apparant.</p><p> </p><p>I don't think a random system would give as good a result as a conscious decision that can react to the context of the actual game situation.</p><p> </p><p>As to the differences between the two sides I think in essense the difference will be that:</p><p> </p><p><em>the PCs will attack the lizardmen who are organised and prepared, and will use standard defencive tactics.</em> </p><p> </p><p>while </p><p> </p><p><em>the Gnolls will ambush and attack the PCs as they move through their territory, and use more guerilla, or hit and run tactics.</em></p></blockquote><p></p>
[QUOTE="Mesh Hong, post: 4850229, member: 73463"] My initial thought is: [I]what is the actual situation between the Lizardmen and the Gnolls[/I]? I think the answer to this question will dictate the direction of the Gnoll encounters. Without any other information I am having to assume a stalemate between the two sides, or that they are not interested in driving out their opposite force once and for all. However you imply that the lizardmen have organised rigid defences that they guard while the Gnolls are more interested in patroling their territory. What I would probably do would be to create a no-mans land or uncontrolled area between the two factions, this would be the main battle ground when or if the two factions fought and would contain a few creatures that could flourish or at least scavenge in the area (ideal for lurkers or vermin) The Lizardmen could still have their fixed defences on their side. The Gnolls could have a couple of guard posts that are always manned and ready to sound the alarm. With the rest of their forces as you described acting as seperate packs - patrolling, resting, training, hunting outside the complex etc. I don't think I would bother with the whole random encounter thing. I would stick with your packaged Gnoll encounters but instead of randomly checking for which one to use I would decide how and when they were encountered depending on what the characters did and if any dramatic moments became apparant. I don't think a random system would give as good a result as a conscious decision that can react to the context of the actual game situation. As to the differences between the two sides I think in essense the difference will be that: [I]the PCs will attack the lizardmen who are organised and prepared, and will use standard defencive tactics.[/I] while [I]the Gnolls will ambush and attack the PCs as they move through their territory, and use more guerilla, or hit and run tactics.[/I] [/QUOTE]
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