(Psi)SeveredHead
Adventurer
But yeah, the idea that reasonably intelligent, organized monsters don't mount patrols or even explore a bit seems odd to me as well.
Maybe it's just me, but I don't see a patrol as "random".
But yeah, the idea that reasonably intelligent, organized monsters don't mount patrols or even explore a bit seems odd to me as well.
Maybe it's just me, but I don't see a patrol as "random".
I think you're talking about a different kind of "not appropriate".I agree.That will depend on the encounter tables you're using, of course.
This type of encounter, for instance, I don't think is inappropriate. The issue is: how much does anybody at the table care? (I'm giving the players credit for caring at least somewhat about "what are these orcs doing here?" or whatever...) When the players have no goal beyond seeing "what's behind that door?", then wandering monsters play right into that. When they have some other goal, wandering monsters can still be useful and appropriate, as a complication to be avoided or overcome.For me, random encounters are the 'living setting,' the events with the potential to disrupt the adventurers' best laid plans and which test their ability and resolve; my favorite encounters present both a complication and an opportunity.
This is a very clear statement of the gamist (in the Forge sense - ie making the game a challenge for the players) rationale for wandering monsters in traditional D&D. When the point of the game is successful operational play, wandering monsters crank up the challenge by making the operational environment more difficult.One of my main points of interest in wandering monsters are they are one of the few functions in D&D that directly relate (in their main incarnation) to time in a scale that is used during exploration.
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I really like what they bring to the table and I fear it's something that's lacking in many modern adventure designs.
I see this as combinging the gamist rationale with a verisimilitude-preserving one. I like to achieve verisimilitude but don't want the gamist aspect. So I don't use wandering monsters (and voted No on the poll).Well, there usually needs to be *some* mechanism to prevent the adventure locale being completely static, if you don't want PCs extended-resting after every fight. Wandering monsters fit the bill.
I think wandering monsters are a valuable tool in the DM's toolkit; they can add atmosphere, increase tension, and provide a strategic challenge for a party.
That doesn't mean I think they should be used everywhere, in every adventure, at all times. Especially in 4E, where each fight is a Big Deal, a wandering monster encounter can feel like an arbitrary waste of time if it's used at the wrong time or handled poorly.
These two quotes describe how I feel about wandering monsters in the classic sense. When the aim of the game is not successful operational play but something else (such as a story in which the PCs successfully engage with the Big Deals) then wandering monsters in the classic sense can be an impediment.As both a player and a DM, I prefer a very story-heavy game (and no, I don't consider that the same thing as railroading), and I prefer that nearly all combat encounters be related to said stories. Either they advance the plot, or they're obvious impediments to the PCs efforts. Random fights that have no bearing on what's going on in the game? No thanks; not to my taste.
This is closer to what I do to reconcile the dislike of classic wandering monsters with the desire for verisimilitude. Namely, among the encounters that I plan are encounters that are less intimately related to the Big Deal, but still speak to the Big Deal, or to one or more of the PCs, and so play a role in driving the game forward towards the Big Deal.I don't roll random wandering monsters, but I do give the party seemingly random wandering monster encounters where appropriate.
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As a DM I usually prepare ahead of time some NPCs with good equipment drops, and at least one wandering monster encounter for every character in the party to shine against. Then I can insert them whenever needed.
I like this too. Increasingly, the way I use randomness in my 4e games as a type of discipline and creative driver is via the skill challenge (especially the overland travel skill challenge). I will locate my prepared "lesser-but-verisimiltude-preserving" encounters either at a certain time of the day, or within a certain area of the map, or even as the consequence of a particular failure or success in a skill challenge, and then bring it into play at the appropriate point in the resolution of the skill challenge.I'm intrigued by randomness because I'm always keeping an eye out for potential structure that can help me move things along when I don't have an immediately fantastic idea, or an immediately obvious way in which a situation will play out.
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The extra structure means you're often trying out new things, and adhering to it is good discipline.
I like this sort of stuff, but don't use random encounters to do it. I will do it either by fiat, or as the result of (and ingame explanation for) a failed skill check, or as part of the resolution of a skill challenge.In a recently devoped area, because it is haunted by multiple spirits, there is a chance of a random misfortune occurring in the encounter tables. Buckles just break, bags and shoes just develop holes, straps just wear out....these sorts of things simply happen in that region more often than outside of it.
I see this as combinging the gamist rationale with a verisimilitude-preserving one. I like to achieve verisimilitude but don't want the gamist aspect. So I don't use wandering monsters (and voted No on the poll).
I think this is a really good idea. It wouldn't currently work for me, but that's because of my biggest weakness as a GM (I can't seem to keep even half-decent notes), not for any other reason I can see.I'm thinking that next time I run a DCC or similar WoTC overly monster-stuffed effort I'll roll a d6 and give a 3 in 6 or 4 in 6 chance the monsters in each encounter are actually in-lair; if not they can return later or be encountered elsewhere.