Menu
News
All News
Dungeons & Dragons
Level Up: Advanced 5th Edition
Pathfinder
Starfinder
Warhammer
2d20 System
Year Zero Engine
Industry News
Reviews
Dragon Reflections
White Dwarf Reflections
Columns
Weekly Digests
Weekly News Digest
Freebies, Sales & Bundles
RPG Print News
RPG Crowdfunding News
Game Content
ENterplanetary DimENsions
Mythological Figures
Opinion
Worlds of Design
Peregrine's Nest
RPG Evolution
Other Columns
From the Freelancing Frontline
Monster ENcyclopedia
WotC/TSR Alumni Look Back
4 Hours w/RSD (Ryan Dancey)
The Road to 3E (Jonathan Tweet)
Greenwood's Realms (Ed Greenwood)
Drawmij's TSR (Jim Ward)
Community
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions, OSR, & D&D Variants
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Resources
Wiki
Pages
Latest activity
Media
New media
New comments
Search media
Downloads
Latest reviews
Search resources
EN Publishing
Store
EN5ider
Adventures in ZEITGEIST
Awfully Cheerful Engine
What's OLD is NEW
Judge Dredd & The Worlds Of 2000AD
War of the Burning Sky
Level Up: Advanced 5E
Events & Releases
Upcoming Events
Private Events
Featured Events
Socials!
EN Publishing
Twitter
BlueSky
Facebook
Instagram
EN World
BlueSky
YouTube
Facebook
Twitter
Twitch
Podcast
Features
Top 5 RPGs Compiled Charts 2004-Present
Adventure Game Industry Market Research Summary (RPGs) V1.0
Ryan Dancey: Acquiring TSR
Q&A With Gary Gygax
D&D Rules FAQs
TSR, WotC, & Paizo: A Comparative History
D&D Pronunciation Guide
Million Dollar TTRPG Kickstarters
Tabletop RPG Podcast Hall of Fame
Eric Noah's Unofficial D&D 3rd Edition News
D&D in the Mainstream
D&D & RPG History
About Morrus
Log in
Register
What's new
Search
Search
Search titles only
By:
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions, OSR, & D&D Variants
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Menu
Log in
Register
Install the app
Install
Upgrade your account to a Community Supporter account and remove most of the site ads.
Community
General Tabletop Discussion
*Dungeons & Dragons
How has D&D changed over the decades?
JavaScript is disabled. For a better experience, please enable JavaScript in your browser before proceeding.
You are using an out of date browser. It may not display this or other websites correctly.
You should upgrade or use an
alternative browser
.
Reply to thread
Message
<blockquote data-quote="Helldritch" data-source="post: 8579133" data-attributes="member: 6855114"><p>And here I disagree.</p><p>If for you, rolling encounters and linking them together no longer makes them random anymore, then we have a deep problems of concept. Linking random encounters does not make them less random. No prep is done. Of course writing the process is way longer than actually doing it. The art of random encounters during travel is to find a way to fit a good narrative. As you resolve one, the other will fit the rest. No planning is done.</p><p></p><p>The problem in writing the process is that it makes them appear preplanned. But it is not so. Each will resolve at its own pace, in sequence or not depending on the spur of the moment. Describing what will happen is describing the process and not the actual speed and prep time. Speed will be very fast as they are random encounters but prep time equals zero. It is entirely an improvisational process. Linking them together is the art of the DM. What is random can become, in appearance, an adventure but it is in no way prepared. There is a big difference between a prepared dungeon and the random encounters in there. Even single encounter can be woven in the narrative.</p><p></p><p>A random encounter of 5 orcs is rolled when the players are coming out of the Caves of Chaos. No side is surprise. What do you do? They just appear or do you spin a tale as to why they are here. I would do it this way: "As you are walking out of the orcish caves, a group of five orcs are coming toward you with deer parts on their shoulders. As soon as they see you, the deer parts are dropped and they draw their weapons. Two of them draw bows, the other three unsheathe their swords. What do you do?"</p><p></p><p>Here we have only one encounter. Although it is random, it appears to be scripted. And all random encounters should appear to be scripted to help weave the narrative, giving the impression that the action is fluid and integrated into the story. And since I apply noise and combat as a random encounter initiator if made outside; the combat itself might trigger an other roll. Let's say they did trigger the roll and a bear is rolled. How do you weave it into the story?</p><p>"A bear is attracted by the sound of the battle and comes to investigate.The beast growl at you, stands up on its hind leg and behave menacingly."</p><p>If I want the combat, it might fight or maybe a player will toss a part of the orc's deer at the bear? Thus negating the bear encounter completely. It is by adding small details to the random encounters that these encounters do not feel like simply combat for combat.</p><p></p><p>If you go: Ok 5 orcs were on their way back to the cave and attack. Boooooooring...</p><p>And right after that: A bear is attracted by the noise of battle. It doesn't beat your passive perception. Roll for initiative... again, boooring. If DMs are doing random encounters this way, no wonder they feel random encounters break the narrative. I would be against them too If I were to make them in such a way.</p></blockquote><p></p>
[QUOTE="Helldritch, post: 8579133, member: 6855114"] And here I disagree. If for you, rolling encounters and linking them together no longer makes them random anymore, then we have a deep problems of concept. Linking random encounters does not make them less random. No prep is done. Of course writing the process is way longer than actually doing it. The art of random encounters during travel is to find a way to fit a good narrative. As you resolve one, the other will fit the rest. No planning is done. The problem in writing the process is that it makes them appear preplanned. But it is not so. Each will resolve at its own pace, in sequence or not depending on the spur of the moment. Describing what will happen is describing the process and not the actual speed and prep time. Speed will be very fast as they are random encounters but prep time equals zero. It is entirely an improvisational process. Linking them together is the art of the DM. What is random can become, in appearance, an adventure but it is in no way prepared. There is a big difference between a prepared dungeon and the random encounters in there. Even single encounter can be woven in the narrative. A random encounter of 5 orcs is rolled when the players are coming out of the Caves of Chaos. No side is surprise. What do you do? They just appear or do you spin a tale as to why they are here. I would do it this way: "As you are walking out of the orcish caves, a group of five orcs are coming toward you with deer parts on their shoulders. As soon as they see you, the deer parts are dropped and they draw their weapons. Two of them draw bows, the other three unsheathe their swords. What do you do?" Here we have only one encounter. Although it is random, it appears to be scripted. And all random encounters should appear to be scripted to help weave the narrative, giving the impression that the action is fluid and integrated into the story. And since I apply noise and combat as a random encounter initiator if made outside; the combat itself might trigger an other roll. Let's say they did trigger the roll and a bear is rolled. How do you weave it into the story? "A bear is attracted by the sound of the battle and comes to investigate.The beast growl at you, stands up on its hind leg and behave menacingly." If I want the combat, it might fight or maybe a player will toss a part of the orc's deer at the bear? Thus negating the bear encounter completely. It is by adding small details to the random encounters that these encounters do not feel like simply combat for combat. If you go: Ok 5 orcs were on their way back to the cave and attack. Boooooooring... And right after that: A bear is attracted by the noise of battle. It doesn't beat your passive perception. Roll for initiative... again, boooring. If DMs are doing random encounters this way, no wonder they feel random encounters break the narrative. I would be against them too If I were to make them in such a way. [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
*Dungeons & Dragons
How has D&D changed over the decades?
Top