Has the Wandering Monster concept died?

On a different forum my signature contains the phrase "a "random" encounter isn't really random".

I think wandering monsters need a bit more thought to the process. Most of the tables already cover "what kind of area do these things live in". Just needs a few more questions, examples:
* Where is their lair/den/whatever?
* Why are they wandering?
* Are they taking a planned route or tracking something?
* How far are they from the PCs when they start (which goes with my first example question)
 

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In my current 4E game, I use wandering monsters and random "events."

"Events" are deliberately vague, things like "Make a DC: X endurance check or lose a healing surge." "Attack +X v. Fort or take a -2 to hit until you complete an extended rest." The idea is that when these events come up, I improvise something appropriate to the situation (the PC steps on a poisonous snake, or upsets a wasp nest or whatever).

There was a thread on ENW a few years ago that was a collabarative effort by many posters to create a list of random events like this that could happen the party as they traveled in a city or wilderness or anywhere really. I think it got up into the 100s of different little events. Things ranged from 'You step in a gopher hole - take damage/reduce your speed etc' to much more elaborate ones like coming upon the scene of a hanging or a fire. They were really fun and I have used them quite a bit over the years.
 

Wandering Monsters are still in use, at least at my table.

Wandering Monsters also appear in print, at least within Paizo products. However, they're more likely to show up in describing a region where overland or sea travel is involved than within a particular dungeon.

I've never bought into the "wandering monsters diminsh PC resources" concept. (Oh, those poor PCs...)

I also haven't bought into the "static occupant" concept since the late 80's either when I read a Dragon article that talked about how a good GM should tailor modules/adventures to suit their campaign. Haunted crypt: ok, the undead stay close by. Orc Fortress: No, inhabitants move, alarms can be raised, etc.

Some of the best sessions and most memorable game moments have come about b/c of wandering monsters & opponents moving within a fortress/settlement/dungeon.


The only downside to Wandering Monsters: poorly-built wandering monster tables.
 

I think I'd shift the emphasis. Wandering monster tables have uses beyond atmosphere, true. But I believe that's their main and central point. They turn something static and reactionary (a bunch of creatures sitting around in their encounter areas waiting for the PCs to arrive) to something dynamic. That has the effect of also affecting the resource management of PCs, but I suspect that's putting the cart in front of the horse. They'd fulfill the purpose of transforming static to dynamic even if they didn't change the resource management of the PCs.

Bill's nailed it.

I've also been known to break the denizens of a dungeon into manageable "squads" and then manage the movement of those squads in real-time. But there are a lot of situations where that's either impossibly difficult or in which random encounter tables will generate the same practical results with 1/10th the effort.

In wilderness adventures, random encounter tables serve as an important part of the exploration mechanic. They can even provide procedural generation of content. (For example, if I generate an encounter of "goblins" I will then determine whether it's a wandering encounter, a lair encounter, or a tracks encounter. Wandering is just a group of goblins; a lair might mean their main base (if the PCs are in the right hex), otherwise it might indicate a village or hunting enclave or spy outpost or graveyard; a tracks encounter means that the PCs have found tracks which may or may not lead them somewhere interesting if they choose to follow them.)

And whether you're in city, wilderness, or dungeon, a good random encounter table can provide all kinds of flavor: The city where you spot a slave being whipped is very different from one where you see a congregation gathering for church.

I used to eschew random encounters as "juvenile" or a "waste of time" or a "distraction". The truth is I had just hadn't been using them right.
 

I still use them...a lot. (Have I mentioned I loved randomness)? :cool:

I have a chance for what I call set encounters each day - these are often events or odd finds and stuff that I tend to develop ahead of time.

During each day of travel I also have random encounters. I still use the 2-20 charts (as they really distinguish b/n rare and common). I do one of these charts for each 'region' the PCs visit. This list forms the ecology of the area. So if there is a green dragon in the forest it is on the 2 or 20 spot. The common spots are often labeled 'Major Fauna' and I go to my list of animals/beasts found there. I take NO notice of level. I have posted this many times - if there is a green dragon in the forest then the PCs may encounter it no matter their level. They just may not have to fight it.

I also picked up on someone talking about so many monsters 'wandering aimlessly'. Well, I have a random chart for that too ;) The chart has a whole bundle of options as to what the encountered creatures are doing.

On a final note. I have tried something new of late which the players seem to like. I get them to roll for random encounters. So when I say roll a d10, most players know what I am up to now...and they enjoy this.

I NEVER treated RE's as punishment, nor do I see them as reward now. They are there to help portray the world and ecology of an area. Many do not end in fights and they are not balanced for party level at all. You know a snake attacking in defense that has not chance vs whole party, but still is a little event that grounds the PCs in world :)
 


I don't really use them. I may have an encounter while the party's travelling long distances, but I don't have random charts. I've only got a limited amount of time each session, I'd rather not waste it in encounters that don't substantially contribute to the story.
 

I don't really use them. I may have an encounter while the party's travelling long distances, but I don't have random charts. I've only got a limited amount of time each session, I'd rather not waste it in encounters that don't substantially contribute to the story.
This is a question to keep in mind. Are you showing the players the wonderfullness of your world, or just boring them to tears when they want to Get On With It?! I've seen it handled both ways, and done so myself, so I very much doubt that there's a cut and dried general answer.
 

I don't really use them. I may have an encounter while the party's travelling long distances, but I don't have random charts. I've only got a limited amount of time each session, I'd rather not waste it in encounters that don't substantially contribute to the story.

See, I don't consider "the unexpected guard patrol while the PCs are trying to infiltrate the enemy compound" to be "extraneous to the story".

About the only situation in which I could see random encounters being a totally worthless tool is if you're running a completely straitjacketed railroad in which the sequence of events is rigidly predetermined and the PCs can have no impact on changing the sequence of those events.
 

See, I don't consider "the unexpected guard patrol while the PCs are trying to infiltrate the enemy compound" to be "extraneous to the story".

I don't handle that randomly. There may be random elements involved (perception checks, stealth checks, etc.), but if they're infiltrating a compound, I'll do my best to determine what guard forces are present and their stations and their patrol routes.

I don't think random encounters are worthless, they're just a DM's tool I chose not to use in my campaign, due to the fact that we don't play frequently and have relatively short sessions.
 

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