Flamestrike
Legend
In a fairly traditional dungeon crawl, where the GM has already written up the dungeon notes and is obliged to stick to them (so as not to invalidate the players' scouting, scrying, planning, etc), this isn't true, is it?
Im 'obliged' to do no such thing.
My job is to create a challenging and fun adventure. That involves more than just simply being reactive to the players tactics and plans. It also involves forcing them to react to what the environment and the monsters are doing. It involves being proactive and having the world move around the players, as much (or more than) it does sitting back and reacting to what the players want and do.
If that means an extra unplanned encounter here or there, or doubling a monsters HP mid fight to keep it intresting or occasionally fudging rolls for or against the players, so be it.
Again; the DM is the conductor and the players are the orchestra. They make the music but I wave the stick, control the tempo, and ensure the different instruments are balanced against each other and playing in harmony.
The players plan their assaults, and whether or not they enter a particular room or not.
And the monsters are doing the same. I might decide that as they stuff around panning how to do the next assault a goblin from the next room opens the door, or the BBEG decides to wander down to inspect this area of the dungeon.
And the GM doesn't get to decide to add wandering monsters - these are rolled for.
Sometimes (when my players rest) I roll for a random encounter (announcing Im doing it first). As my players look at me nervously, I look down at my dice behind my screen, and then pretend to look at a chart ignoring the result on the dice, and tell they players it was close but they were lucky. I had no intention of throwing a random monster at them, but I didnt want them to know that.
Equally sometimes Ill ignore the dice and just throw one at them anyway when theyre having too easy a time of it or are abusing the rest mechanic. Sometimes I'll handwave the roll.
Random encounters (like everything in the game) are more than just mathmatical probabilities. They are dictated by the pacing of the game and player actions as mcuh as anything else, and are there to drive the story and feed into the challenge (and percieved danger by the players).
This may sound alien to you, and every DM is different, but I wouldnt do it any other way.
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