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
[Poll] 15 Minute Adventuring Day, 5e, and You
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="Connorsrpg" data-source="post: 5973630" data-attributes="member: 19265"><p>It did not happen in our 5 session playtest. (But, I must admit, it has never been a problem in our games at all for many reasons, including of course, players that do not play that way).</p><p></p><p>Reasons that may contrinute to it not happening in our game:</p><p></p><p><strong>1. Random Encs:</strong> Not totally random - I have a chart for each 'region/realm' (in fact I have a system for determining and organising realms from tribes to empires). So, creatures from an area 'may' come along anyway.</p><p><strong>2. Players roll the Random Encounters!:</strong> Like [MENTION=12377]77IM[/MENTION] above I try to keep it impartial. I don't just keep throwing random encounters at the party, but they know there is always a chance. (Again - my realms sheets inc how 'Dangerous' an area is which modifies chance of encounters [an expansion on the Pathfinder concept of 'Comunity Modifiers']).</p><p><strong>3. Cumulative Random Encounters:</strong> Getting involved in a fight or doing something obvious like lighting a large fire or making lots of noise automatically means an extra random encounter is rolled. So one encounter can surely lead to another.</p><p><strong>4. Other NPCs and plots may still go on.</strong> Kind of a time limit thing. For eg if prisoners are being held, I might rule each night there is a 50% one is killed and eaten, so if the PCs delay too long then they will have less to save (and the survivors may let them know about it). In any case the enemy go on acting as normal.</p><p><strong>5. Enemies encountered act:</strong> If PCs back off after fighting a group without finishing it, well, that group will likely 'do something'. Again, I am likely to write a few options and roll randomly or use the good ol' "#1 Rule of Dungeoncraft" and give a 50% chance the attacked enemy will do each idea. So, say the PCs 1/2 finished the hobgoblins I might roll 50% for each of the following (so more than one may occur) OR just choose one:</p><p>A) Hobgoblins double their watch</p><p>B) Hobs send out a search/hunting party for the PCs</p><p>C) Hobs fortify their position and prepare for PCs return</p><p>D) Hobs pack up and leave (perhaps leaving signs, like dead prisoners that that have gone)</p><p>E) Hobs seek alliance with another tribe</p><p>F) Hobs seek out PCs for truce or simply cast captives out so there is no reason for PCs to bother them.</p><p></p><p>Those are a few egs off the top of my head, but the point is that the 'enemy' and 'setting' go on around the PCs no matter their choices. The world and everything in it doesn't rest and if they have already been encountered, then they do 'do something'.</p><p></p><p>Note also, that for our <em>Caves of Chaos </em>playtest, 'town' was a few days away. They went back once to return freed prisoners and ended up buying more gear and recruiting more people. There was a ruined keep 6 hours away, though one night PCs simply hid in the woods (after setting up a diversion - making it look like they went the other way (along a river)). So, yes, when they do rest, my players are thinking of who may be after them if they have stirred the nest <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f609.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=";)" title="Wink ;)" data-smilie="2"data-shortname=";)" /></p><p></p><p>I prefer not to use metagaming to encourage my players (but can't recall having to do so), though for a playtest I might consider it.</p></blockquote><p></p>
[QUOTE="Connorsrpg, post: 5973630, member: 19265"] It did not happen in our 5 session playtest. (But, I must admit, it has never been a problem in our games at all for many reasons, including of course, players that do not play that way). Reasons that may contrinute to it not happening in our game: [B]1. Random Encs:[/B] Not totally random - I have a chart for each 'region/realm' (in fact I have a system for determining and organising realms from tribes to empires). So, creatures from an area 'may' come along anyway. [B]2. Players roll the Random Encounters!:[/B] Like [MENTION=12377]77IM[/MENTION] above I try to keep it impartial. I don't just keep throwing random encounters at the party, but they know there is always a chance. (Again - my realms sheets inc how 'Dangerous' an area is which modifies chance of encounters [an expansion on the Pathfinder concept of 'Comunity Modifiers']). [B]3. Cumulative Random Encounters:[/B] Getting involved in a fight or doing something obvious like lighting a large fire or making lots of noise automatically means an extra random encounter is rolled. So one encounter can surely lead to another. [B]4. Other NPCs and plots may still go on.[/B] Kind of a time limit thing. For eg if prisoners are being held, I might rule each night there is a 50% one is killed and eaten, so if the PCs delay too long then they will have less to save (and the survivors may let them know about it). In any case the enemy go on acting as normal. [B]5. Enemies encountered act:[/B] If PCs back off after fighting a group without finishing it, well, that group will likely 'do something'. Again, I am likely to write a few options and roll randomly or use the good ol' "#1 Rule of Dungeoncraft" and give a 50% chance the attacked enemy will do each idea. So, say the PCs 1/2 finished the hobgoblins I might roll 50% for each of the following (so more than one may occur) OR just choose one: A) Hobgoblins double their watch B) Hobs send out a search/hunting party for the PCs C) Hobs fortify their position and prepare for PCs return D) Hobs pack up and leave (perhaps leaving signs, like dead prisoners that that have gone) E) Hobs seek alliance with another tribe F) Hobs seek out PCs for truce or simply cast captives out so there is no reason for PCs to bother them. Those are a few egs off the top of my head, but the point is that the 'enemy' and 'setting' go on around the PCs no matter their choices. The world and everything in it doesn't rest and if they have already been encountered, then they do 'do something'. Note also, that for our [I]Caves of Chaos [/I]playtest, 'town' was a few days away. They went back once to return freed prisoners and ended up buying more gear and recruiting more people. There was a ruined keep 6 hours away, though one night PCs simply hid in the woods (after setting up a diversion - making it look like they went the other way (along a river)). So, yes, when they do rest, my players are thinking of who may be after them if they have stirred the nest ;) I prefer not to use metagaming to encourage my players (but can't recall having to do so), though for a playtest I might consider it. [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
*Dungeons & Dragons
[Poll] 15 Minute Adventuring Day, 5e, and You
Top