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<blockquote data-quote="Geeknamese" data-source="post: 7343841" data-attributes="member: 6785999"><p>As a DM, I’m all for combat, encounters, events being relevant and moving the narrative. But if everything that happens in the game is somehow connected to the narrative, it feels a bit contrived and not realistic. There is the narrative and story but when you hit the exploration stage of the game when you are in the open world and your goal is to not railroad your players, there should be randomness in the game. While you’re exploring in the deep jungles or wilds and you get lost, it’s extremely unrealistic to have an encounter or event just happen to be connected to the ongoing narrative or that the antagonist just happens to be tracking you in the middle of nowhere. Random tables for encounters help create that feel of anything can happen and encounters can be super easy or downright deadly and instead of a combat encounter, it may be a “crap, we need to avoid this and stay alive” encounter.</p><p> One thing I try to stress in my campaigns is that there is a living, breathing open world that isn’t scaled to your characters or levels and once you step foot into exploration into the open world, all bets are off. Its random encounters of all difficulty levels and I don’t pull any punches if you make the unfortunate decision of not avoiding an encounter that is completely out of you’re league.</p><p></p><p></p><p></p><p>Sent from my iPhone using <a href="http://r.tapatalk.com/byo?rid=93205" target="_blank">EN World mobile app</a></p></blockquote><p></p>
[QUOTE="Geeknamese, post: 7343841, member: 6785999"] As a DM, I’m all for combat, encounters, events being relevant and moving the narrative. But if everything that happens in the game is somehow connected to the narrative, it feels a bit contrived and not realistic. There is the narrative and story but when you hit the exploration stage of the game when you are in the open world and your goal is to not railroad your players, there should be randomness in the game. While you’re exploring in the deep jungles or wilds and you get lost, it’s extremely unrealistic to have an encounter or event just happen to be connected to the ongoing narrative or that the antagonist just happens to be tracking you in the middle of nowhere. Random tables for encounters help create that feel of anything can happen and encounters can be super easy or downright deadly and instead of a combat encounter, it may be a “crap, we need to avoid this and stay alive” encounter. One thing I try to stress in my campaigns is that there is a living, breathing open world that isn’t scaled to your characters or levels and once you step foot into exploration into the open world, all bets are off. Its random encounters of all difficulty levels and I don’t pull any punches if you make the unfortunate decision of not avoiding an encounter that is completely out of you’re league. Sent from my iPhone using [url=http://r.tapatalk.com/byo?rid=93205]EN World mobile app[/url] [/QUOTE]
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