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
Old School : Tucker's Kobolds and Trained Jellies
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="Andor" data-source="post: 5840052" data-attributes="member: 1879"><p>I think this comes down to, not a gamist vs simulationist rules system, instead sandbox vs narrative playstyle preference. If every encounter is there to drive the main plot then random encounters have no place. Personally, I hate this, becuase it brings with it the sense that the world is revolving around my PC, and it all seems like an exercise in solipsism. I hate solipsism with great passion.</p><p></p><p>So one of the purposes of random (or at least story-unrelated) encounters is to allow me to feel that the world is not revolving around us PCs, that there are other beings out there pursuing their own agendas who couldn't care less about my quest for the Triangle of Zinfab. Yes, there is irony here, <em>ces't la vie.</em></p><p></p><p>Random encounters are never truly random. They are there to illustrate the veracity of the world and should therefore be appropriate to the place and time. And (strange as it may sound coming from me in this thread) they should not completely ignore the concept of balance. If the encounter is in no way related to the plot, then it is indeed a stupid time to kill the PCs. It might be perfectly logical for an Ancient Red Dragon who happens to be flying by to eat the PCs, but if there is no chance of survival or escape all that is happening is that the GM is allowing the dice to destroy his game. The old modules with random encounter tables were not oblivious to this. You might find a troll on the table in a module for 2nd level characters, you will not find the Tarrasque.</p><p></p><p>As for the Doomstones campaign, I happen to have it sitting next to me. It contains some listings of appropriate optional encounters the PCs might come across as they travel overland in different sections of the game. The ONLY difference between this and the 'wandering monsters' sections in a D&D module is the lack of a numbered table to allow the GM to pick one if he doesn't have a preference. In both cases the module includes a short list of the sort of things the PC might encounter while in a particular section of the world. In both cases they are tailored to describe the area, and are roughly appropriate to the PCs power level. One has a table with numbers and the other does not. Aside from that, it's the same thing.</p></blockquote><p></p>
[QUOTE="Andor, post: 5840052, member: 1879"] I think this comes down to, not a gamist vs simulationist rules system, instead sandbox vs narrative playstyle preference. If every encounter is there to drive the main plot then random encounters have no place. Personally, I hate this, becuase it brings with it the sense that the world is revolving around my PC, and it all seems like an exercise in solipsism. I hate solipsism with great passion. So one of the purposes of random (or at least story-unrelated) encounters is to allow me to feel that the world is not revolving around us PCs, that there are other beings out there pursuing their own agendas who couldn't care less about my quest for the Triangle of Zinfab. Yes, there is irony here, [I]ces't la vie.[/I] Random encounters are never truly random. They are there to illustrate the veracity of the world and should therefore be appropriate to the place and time. And (strange as it may sound coming from me in this thread) they should not completely ignore the concept of balance. If the encounter is in no way related to the plot, then it is indeed a stupid time to kill the PCs. It might be perfectly logical for an Ancient Red Dragon who happens to be flying by to eat the PCs, but if there is no chance of survival or escape all that is happening is that the GM is allowing the dice to destroy his game. The old modules with random encounter tables were not oblivious to this. You might find a troll on the table in a module for 2nd level characters, you will not find the Tarrasque. As for the Doomstones campaign, I happen to have it sitting next to me. It contains some listings of appropriate optional encounters the PCs might come across as they travel overland in different sections of the game. The ONLY difference between this and the 'wandering monsters' sections in a D&D module is the lack of a numbered table to allow the GM to pick one if he doesn't have a preference. In both cases the module includes a short list of the sort of things the PC might encounter while in a particular section of the world. In both cases they are tailored to describe the area, and are roughly appropriate to the PCs power level. One has a table with numbers and the other does not. Aside from that, it's the same thing. [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
*Dungeons & Dragons
Old School : Tucker's Kobolds and Trained Jellies
Top