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<blockquote data-quote="Radiating Gnome" data-source="post: 5838279" data-attributes="member: 150"><p>I've gone back and forth about REs in my years of gaming. When they're good, they're good, when they're lame, they're lame. </p><p></p><p>One thing that I think they can do very, very well, is create distance and a feeling of place. I had a DM many, many years ago, and he mostly DMed from a random encounter table he build for his game -- a very involved table with plot and story events built into it on multiple plotlines. But the one impression I remember most from playing his game, as a player, was looking at the map of his world, and a place we needed to reach from where we were, counting up the days of travel it would take to get there, and how many random encounter rolls that would mean. </p><p></p><p>The game's story moved kinda slowly, which was a drag, but you sure felt the distances. So, I think there's room in the game for REs, but I think they need to be used sparingly and used well. </p><p></p><p>-rg</p></blockquote><p></p>
[QUOTE="Radiating Gnome, post: 5838279, member: 150"] I've gone back and forth about REs in my years of gaming. When they're good, they're good, when they're lame, they're lame. One thing that I think they can do very, very well, is create distance and a feeling of place. I had a DM many, many years ago, and he mostly DMed from a random encounter table he build for his game -- a very involved table with plot and story events built into it on multiple plotlines. But the one impression I remember most from playing his game, as a player, was looking at the map of his world, and a place we needed to reach from where we were, counting up the days of travel it would take to get there, and how many random encounter rolls that would mean. The game's story moved kinda slowly, which was a drag, but you sure felt the distances. So, I think there's room in the game for REs, but I think they need to be used sparingly and used well. -rg [/QUOTE]
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