Nebulous
Legend
One thing I've almost completely phased out is the random encounter though. Sometimes, having dangerous bandits show up on the road serves the purpose of communicating to the group something about the nature of the region, but a lot of times random encounters are just filler that takes time away from advancing the narrative or compelling exploration. I get that DnD invented random encounters but a this point they feel far too "video gamey" in an outdated way, to me.
I am torn on random encounters. Sometimes I do use them, usually when PCs are wandering the countryside and I want them to know that anything can happen at anything and they aren't safe. If they know it is ME picking encounters, whenever I choose, then it takes away from the random sense of dread that "anything can happen."
On the other hand, I often also have encounters already prepared, and I wait for the "random roll" to occur so I can spring it. When the heroes were exploring Thundertree recently, and twice a day an encounter could happen, I told them Venomfang WOULD attack them on a 17+.
Also, random encounters help address the problem of PCs dumping all their resources first thing, resting 24 hours and being completely refreshed for the next day. A true random encounter can catch them with their pants down.
I think there needs to be a fine line between too few random encounters and too many. I'd like to tinker with a mechanic where A) Hit Dice get sapped, or B) Exhaustion added, without actually taking the time to do a fight. Maybe a rule for that already exists I'm not aware of.