As with any aspect of gaming, when I am trying to decide whether or not to incorporate something into my game, I try to decide its purpose. What is the point of having this rule/class/spell in my game? The answer does not have to manage a whole lot of depth, but if this thing is going to change the formula of my gaming experience, then it better spelunk a little deeper than “because it sounds cool” or even worse, “because that’s how the book says it has to be.”
So, Random Encounters. What are they here for? What is their purpose?
Looking back on the old hazy days of 1E, random encounters were pretty much 1/3 of the campaign equation: Towns + Random Encounters + Dungeons = A Campaign. You didn’t need long sweeping plots or muddled ethical politics back then. You just needed a local tavern with an old stranger in need, a patch of dark ruins somewhere just over the horizon, and a suitable random encounter chart for those uncharted miles in-between.
But who games like that now? Not my group. Not, as Seinfeld put it, that there’s anything wrong with that, but my gaming palate has gotten a little more sophisticated since then. I need meat now. I need a story, something to motivate me, to hang my roleplaying hat and actually make me think. And a paper-thin plot to just shuttle me along between wargaming sessions doesn’t cut it.
And now we have a problem. Because if I want to travel with a story, then I need a whole host of baggage to carry along. Suddenly I need a stable background. I need an economy and an ecology that make sense. I need verisimilitude.
And this is actually an assault on the whole original campaign equation. Suddenly my towns need to make sense. They need a proper resource base and a relationship to their surroundings. And my dungeons need a history and feel beyond a simple video game re-spawn time. And my random encounters? They aren’t so easy.
Back to their purpose: random encounters do what, exactly? The dungeon is there as the final area of conflict. It represents the farthest depth of danger, the fortress to be stormed, the maze to be solved. The town is there as the point of safety, the base, the resource center. The adventure itself is the quest to go from safety to a place of danger, overcome that danger, and return to safety again, hopefully somehow rewarded for the trouble. So the random encounters are there because…?
The key purpose of random encounters must be, then, to accentuate the trip: to provide a sense of depth to the travel experience so that the story does not seem to leap straight from the place of safety to the place of most-intense danger. Ah, this feels right, then. Random encounters provide the depth of experience between the start and finish of the adventure. Random encounters provide a sense of region, by providing a feel for the life and wildlife within the local area. Random encounter charts for the Hills of Doom are definitely different from the charts for the Swamps of Despair. Okay, that is true, except, don’t planned encounters do that as well?
Okay, so planned encounters provide the depth of experience between the start and finish. And done well, they perform this task admirably, fulfilling the fantasy archetypes of the quest structure, allowing the heroes to cross paths with the agents of the villain well before meeting the villain firsthand, or perhaps allowing the heroes to see the villain’s handiwork or in some other way drawing the heroes forward and making them more determined than ever to vanquish their enemy. Planned encounters can make the heroes weaker or stronger, can encourage or discourage, and can move the story forward. Planned encounters build up the tempo of the story to the crescendo at the final dungeon. And random encounters are then, what, jarringly random notes inserted into this symphony from the roll of a die? That doesn’t feel right…
Back to verisimilitude: The case could be made then, that random encounters provide a sense of reality to the trip, by pointing out the “heroes are not the center of the universe” aspect of the campaign world. But that’s not really what they are doing. Simply put, the heroes may not be the center of the campaign universe, but they are the center of the story. And those random encounters do nothing to change that.
So what are we left with? Random encounters do not reinforce the reality of the trip, nor do they serve the fantasy of the trip. They do not move the story forward, nor do they provide a sense of depth of the setting. So, random encounters are unrelated side-trips which stall the story, wrecking both the perceived reality of the story and the fantasy archetypes it aspires to at the same time. This is their purpose. So why would I want this in my game?