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
Million Dollar TTRPG Crowdfunders
Most Anticipated Tabletop RPGs Of The Year
Tabletop RPG Podcast Hall of Fame
Eric Noah's Unofficial D&D 3rd Edition News
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
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 to Make Travel Meaningful and Interesting
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="Clint_L" data-source="post: 9896835" data-attributes="member: 7035894"><p>Okay, I follow. So, it depends on the nature of the encounter. Let's say it's a travelling carnival, or maybe a maurauding giant. The only skill check I am likely to make is perception, to see how far in advance it is spotted, allowing the party to decide earlier how to react.</p><p></p><p>In the harpy scenario posited, that seems like something the party member would be doing specifically in anticipation of entering a known "harpy zone." In which case, in addition to having a potential harpy encounter or two pre-prepared, I would adjust the random encounter table accordingly, and then take skill checks and advantage/disadvantage into account <em>after</em> I roll a relevant encounter.</p><p></p><p>When I roll a random encounter, the players always have the option of figuring out how to react, so it's best to think of these as potential encounters. Really, I should rename them "potential plot complications," as the word "encounter" is misleading.</p><p></p><p>Here's an example of one from a recent session: a rogue/warlock PC decided to stay out for awhile and explore after the rest of the party had turned in for the evening. They rolled an encounter that was simply coming across a discarded newspaper story about oddities at a mysterious local tower. This led to them deciding to investigate said tower, which eventually led to an encounter with a reclusive archmage, and a potential future story hook. Nothing much happened in terms of the main plot (yet), but it was a shot, fun, entirely improvised piece of adventure and roleplay. And now there's another piece in play for the story.</p><p></p><p>Another random encounter literally was harpies, who stole a keg of very valuable liquor from the deck of a ship the party was traveling on, leading the captain to order them to retrieve it. The harpies themselves were not much of a challenge for a level 5 party (at the time), but getting to their nest made for a short but memorable adventure.</p><p></p><p>For me, the whole point of random encounters is to let the players really drive the plot by leaving the encounter open enough so that the players usually have many options.</p></blockquote><p></p>
[QUOTE="Clint_L, post: 9896835, member: 7035894"] Okay, I follow. So, it depends on the nature of the encounter. Let's say it's a travelling carnival, or maybe a maurauding giant. The only skill check I am likely to make is perception, to see how far in advance it is spotted, allowing the party to decide earlier how to react. In the harpy scenario posited, that seems like something the party member would be doing specifically in anticipation of entering a known "harpy zone." In which case, in addition to having a potential harpy encounter or two pre-prepared, I would adjust the random encounter table accordingly, and then take skill checks and advantage/disadvantage into account [I]after[/I] I roll a relevant encounter. When I roll a random encounter, the players always have the option of figuring out how to react, so it's best to think of these as potential encounters. Really, I should rename them "potential plot complications," as the word "encounter" is misleading. Here's an example of one from a recent session: a rogue/warlock PC decided to stay out for awhile and explore after the rest of the party had turned in for the evening. They rolled an encounter that was simply coming across a discarded newspaper story about oddities at a mysterious local tower. This led to them deciding to investigate said tower, which eventually led to an encounter with a reclusive archmage, and a potential future story hook. Nothing much happened in terms of the main plot (yet), but it was a shot, fun, entirely improvised piece of adventure and roleplay. And now there's another piece in play for the story. Another random encounter literally was harpies, who stole a keg of very valuable liquor from the deck of a ship the party was traveling on, leading the captain to order them to retrieve it. The harpies themselves were not much of a challenge for a level 5 party (at the time), but getting to their nest made for a short but memorable adventure. For me, the whole point of random encounters is to let the players really drive the plot by leaving the encounter open enough so that the players usually have many options. [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
*Dungeons & Dragons
How to Make Travel Meaningful and Interesting
Top