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Has the Wandering Monster concept died?
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<blockquote data-quote="The Shaman" data-source="post: 5332697" data-attributes="member: 26473"><p>I ran my <em>Traveller</em> campaign entirely off random encounters, and I'm relying heavily on random encounters for <a href="http://www.obsidianportal.com/campaign/le-ballet-de-l-acier" target="_blank">my <em>Flashing Blades</em> campaign</a> as well. In my games random encounters represent the 'living' setting, the stuff that's going on around the adventurers as they go about their business.</p><p></p><p>Like <strong>S'mon</strong>, I generate those encounters in advance of actual play. I generate an encounter, flesh out the specifics, and compile them into a list for a location. I then only roll one die to determine if an encounter takes place or not, and if it does I move immediately into the next encounter on my pre-gen'd list. In this way the encounters flow seamlessly into play.</p><p></p><p>An example from our first session: while visiting a fair an adventurer, an off-duty soldier, encountered a man threatening another man at dagger-point; the man with the dagger was accompanied by two men, all dressed as gentlemen, while the man being threatened was accompanied by a beautiful girl, his daughter - it was the daughter's shriek which caught the soldier's attention.</p><p></p><p>In generating this encounter, I determined who each of the npcs were, their goals and motivations, and how this little tableaux came to be - using this information it was easy for me to improvise the likely consequences of the encounter. I spice up my pre-gen process with the Mythic Game Master Emulator, to take the encounter in directions I might not think of left to my own devices, and to keep me from falling into a rut of sameness.</p></blockquote><p></p>
[QUOTE="The Shaman, post: 5332697, member: 26473"] I ran my [i]Traveller[/i] campaign entirely off random encounters, and I'm relying heavily on random encounters for [url=http://www.obsidianportal.com/campaign/le-ballet-de-l-acier]my [i]Flashing Blades[/i] campaign[/url] as well. In my games random encounters represent the 'living' setting, the stuff that's going on around the adventurers as they go about their business. Like [b]S'mon[/b], I generate those encounters in advance of actual play. I generate an encounter, flesh out the specifics, and compile them into a list for a location. I then only roll one die to determine if an encounter takes place or not, and if it does I move immediately into the next encounter on my pre-gen'd list. In this way the encounters flow seamlessly into play. An example from our first session: while visiting a fair an adventurer, an off-duty soldier, encountered a man threatening another man at dagger-point; the man with the dagger was accompanied by two men, all dressed as gentlemen, while the man being threatened was accompanied by a beautiful girl, his daughter - it was the daughter's shriek which caught the soldier's attention. In generating this encounter, I determined who each of the npcs were, their goals and motivations, and how this little tableaux came to be - using this information it was easy for me to improvise the likely consequences of the encounter. I spice up my pre-gen process with the Mythic Game Master Emulator, to take the encounter in directions I might not think of left to my own devices, and to keep me from falling into a rut of sameness. [/QUOTE]
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