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No Fixed Location -- dynamically rearranging items, monsters, and other game elements in the interests of storytelling
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<blockquote data-quote="Xetheral" data-source="post: 7910289" data-attributes="member: 6802765"><p>What does "sufficiently prepared" mean in this context? In my example I was assuming it was fully prepared, but the party elected to travel there other that at the beginning of a session.</p><p></p><p>An occasional cliffhanger can work, but that will throw off pacing for the <em>next</em> session, so you're just kicking the can down the road. Also, anything more than an occasional cliffhanger makes it problematic to run an episodic campaign (something that location-based games can otherwise excel at).</p><p></p><p>As an aside, this is just my own preferences/biases showing, but I'm hard-pressed to imagine a random encounter ever being "compelling". <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /> By virtue of the fact that it was random I already know that these are opponents who either didn't exist until the dice were rolled, or would have been somewhere else had the dice come up showing another number. I also know that if the DM isn't allowed to change unseen setting elements to weave in the random encounter, the encounter <em>can't</em> matter other than as a threat of death or lost resources. If a DM ended a session with a cliffhanger made from a random encounter I would <em>not</em> be particularly looking forward to the chore of fighting it the next week. But that's just me--my strong dislike of random encounters is very idiosyncratic.</p><p></p><p>I am somewhat surprised, though, that those who hate the idea of (e.g.) the DM adding/moving/removing an extra slime from a dungeon (for any reason) are totally fine with letting the dice add an extra slime in the form of a random encounter. But that's probably because they're looking at it through an "authenticity of the challenge" lens whereas I'm looking at it from the point of view of verisimilitude.</p></blockquote><p></p>
[QUOTE="Xetheral, post: 7910289, member: 6802765"] What does "sufficiently prepared" mean in this context? In my example I was assuming it was fully prepared, but the party elected to travel there other that at the beginning of a session. An occasional cliffhanger can work, but that will throw off pacing for the [I]next[/I] session, so you're just kicking the can down the road. Also, anything more than an occasional cliffhanger makes it problematic to run an episodic campaign (something that location-based games can otherwise excel at). As an aside, this is just my own preferences/biases showing, but I'm hard-pressed to imagine a random encounter ever being "compelling". :) By virtue of the fact that it was random I already know that these are opponents who either didn't exist until the dice were rolled, or would have been somewhere else had the dice come up showing another number. I also know that if the DM isn't allowed to change unseen setting elements to weave in the random encounter, the encounter [I]can't[/I] matter other than as a threat of death or lost resources. If a DM ended a session with a cliffhanger made from a random encounter I would [I]not[/I] be particularly looking forward to the chore of fighting it the next week. But that's just me--my strong dislike of random encounters is very idiosyncratic. I am somewhat surprised, though, that those who hate the idea of (e.g.) the DM adding/moving/removing an extra slime from a dungeon (for any reason) are totally fine with letting the dice add an extra slime in the form of a random encounter. But that's probably because they're looking at it through an "authenticity of the challenge" lens whereas I'm looking at it from the point of view of verisimilitude. [/QUOTE]
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