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The Random Dungeon Expedition!
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<blockquote data-quote="SHARK" data-source="post: 3695433" data-attributes="member: 1131"><p>Greetings!</p><p></p><p>Well, Irda Ranger, I have spent some time to modify the random encounter tables by CR in the DM's Guide, carefully customizing them. I flesh out some treasure, the creature's tactics, that kind of thing. Then, I occasionally do something different with a leader character--like a 6th level Gnoll Ranger, or a 10th level Vampire Fighter. Once I have added some cool detail to these different kinds of encounters--I still work to keep them more or less generic, and "open" so to speak. Then, I put them in a file, numbered and catalogued. Then I draw up some tables of different encounters, -1 or -2 CR, up to +4 CR for every "Level" of the dungeon. </p><p></p><p>With the random numbers assigned, I can roll to determine what the next room, corridor, or cavern is; then I roll and see if there is an encounter; then I roll to see what kind of encounter it is; and wha-laa! That's what's there.</p><p></p><p>The fighting, or negotiating ensues! It's more random, and I get to experience some of the uncertainty along with the party, and since I don't necessarily have a pre-scripted "plot"--it's a good mechanic to see how a "Plot" actually takes shape.</p><p></p><p>For example; if the party has had four encounters with undead out of the last 12 encounters, and they start thinking there's a necromancer involved, then I just make a note that several levels down there will be a powerful necromancer, with some kind of plan or scheme going on. It's like the players actually help create a plot, even though they are unconscious of it. It sometimes develops in ways unforseen by me, and turns into a very interesting, and sometimes bizarre adventure--but it's always fun, so it's pretty cool as a technique.</p><p></p><p>Semper Fidelis,</p><p></p><p>SHARK</p></blockquote><p></p>
[QUOTE="SHARK, post: 3695433, member: 1131"] Greetings! Well, Irda Ranger, I have spent some time to modify the random encounter tables by CR in the DM's Guide, carefully customizing them. I flesh out some treasure, the creature's tactics, that kind of thing. Then, I occasionally do something different with a leader character--like a 6th level Gnoll Ranger, or a 10th level Vampire Fighter. Once I have added some cool detail to these different kinds of encounters--I still work to keep them more or less generic, and "open" so to speak. Then, I put them in a file, numbered and catalogued. Then I draw up some tables of different encounters, -1 or -2 CR, up to +4 CR for every "Level" of the dungeon. With the random numbers assigned, I can roll to determine what the next room, corridor, or cavern is; then I roll and see if there is an encounter; then I roll to see what kind of encounter it is; and wha-laa! That's what's there. The fighting, or negotiating ensues! It's more random, and I get to experience some of the uncertainty along with the party, and since I don't necessarily have a pre-scripted "plot"--it's a good mechanic to see how a "Plot" actually takes shape. For example; if the party has had four encounters with undead out of the last 12 encounters, and they start thinking there's a necromancer involved, then I just make a note that several levels down there will be a powerful necromancer, with some kind of plan or scheme going on. It's like the players actually help create a plot, even though they are unconscious of it. It sometimes develops in ways unforseen by me, and turns into a very interesting, and sometimes bizarre adventure--but it's always fun, so it's pretty cool as a technique. Semper Fidelis, SHARK [/QUOTE]
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