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<blockquote data-quote="Mannahnin" data-source="post: 8169155" data-attributes="member: 7026594"><p>Very much on the same page with you here. I tend to create or use personalized tables based on the dungeon or locale, following the examples of many classic and OSR modules. Dyson's Delve by Dyson Logos (note: this one is available for free on his website, with the tables) and Praise the Fallen by Graphite Prime are two favorite examples. Dyson's tables in the Delve are more bare-bones but straightforward and useful; PtF's table has a bunch of interesting entries which are informative about what's happening in the dungeon/temple. In both PtF and his module Sision Tower, GP has recurring NPC figures who may or may not be hostile, who pop in and give clues or can otherwise be interacted with.</p><p></p><p>Often the easiest way to compose a table is to stock a dungeon level or area, then think about what monsters are likely to move around, then put them on the chart. This means the wanderers are representative of local lairs, and running into them gives the PCs a clue about what lives in the area. Of course there can be exceptions- maybe a couple of entries drawn from the occupants of the level above or below, or a neighboring area. Or a ghostly spirit which wanders everywhere. Or a competing band of adventurers raiding the same dungeon.</p><p></p><p>I also really like embracing the concept of "random encounters" as conceptually distinguished from "wandering monsters". Wandering monsters are great too, but some items on the chart should hopefully be weird events or potentially peaceful/negotiable creatures rather than necessarily-hostile monsters.</p><p></p><p>In a recent game my players spent a long while traveling through a fairy tale land, and I stole from blogs or developed around 60-80 encounters, MOST of them non-hostile. Every day I'd roll one of these randomly, in addition to regular wandering monster checks in hostile areas. Most of them could be interacted with in other ways that combat, whether it be to gather information or trade resources, buy gear from a peddler or magical merchant, fall afoul of some magical trap or mishap, or just interact with an interesting character.</p></blockquote><p></p>
[QUOTE="Mannahnin, post: 8169155, member: 7026594"] Very much on the same page with you here. I tend to create or use personalized tables based on the dungeon or locale, following the examples of many classic and OSR modules. Dyson's Delve by Dyson Logos (note: this one is available for free on his website, with the tables) and Praise the Fallen by Graphite Prime are two favorite examples. Dyson's tables in the Delve are more bare-bones but straightforward and useful; PtF's table has a bunch of interesting entries which are informative about what's happening in the dungeon/temple. In both PtF and his module Sision Tower, GP has recurring NPC figures who may or may not be hostile, who pop in and give clues or can otherwise be interacted with. Often the easiest way to compose a table is to stock a dungeon level or area, then think about what monsters are likely to move around, then put them on the chart. This means the wanderers are representative of local lairs, and running into them gives the PCs a clue about what lives in the area. Of course there can be exceptions- maybe a couple of entries drawn from the occupants of the level above or below, or a neighboring area. Or a ghostly spirit which wanders everywhere. Or a competing band of adventurers raiding the same dungeon. I also really like embracing the concept of "random encounters" as conceptually distinguished from "wandering monsters". Wandering monsters are great too, but some items on the chart should hopefully be weird events or potentially peaceful/negotiable creatures rather than necessarily-hostile monsters. In a recent game my players spent a long while traveling through a fairy tale land, and I stole from blogs or developed around 60-80 encounters, MOST of them non-hostile. Every day I'd roll one of these randomly, in addition to regular wandering monster checks in hostile areas. Most of them could be interacted with in other ways that combat, whether it be to gather information or trade resources, buy gear from a peddler or magical merchant, fall afoul of some magical trap or mishap, or just interact with an interesting character. [/QUOTE]
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