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Wandering Monsters - yea or nay?
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<blockquote data-quote="pemerton" data-source="post: 5483424" data-attributes="member: 42582"><p>This is a very clear statement of the gamist (in the Forge sense - ie making the game a challenge for the players) rationale for wandering monsters in traditional D&D. When the point of the game is successful operational play, wandering monsters crank up the challenge by making the operational environment more difficult.</p><p></p><p>I see this as combinging the gamist rationale with a verisimilitude-preserving one. I like to achieve verisimilitude but don't want the gamist aspect. So I don't use wandering monsters (and voted No on the poll).</p><p></p><p></p><p></p><p>These two quotes describe how I feel about wandering monsters in the classic sense. When the aim of the game is not successful operational play but something else (such as a story in which the PCs successfully engage with the Big Deals) then wandering monsters in the classic sense can be an impediment.</p><p></p><p>This is closer to what I do to reconcile the dislike of classic wandering monsters with the desire for verisimilitude. Namely, among the encounters that I plan are encounters that are less intimately related to the Big Deal, but still speak to the Big Deal, or to one or more of the PCs, and so play a role in driving the game forward towards the Big Deal.</p><p></p><p>I like this too. Increasingly, the way I use randomness in my 4e games as a type of discipline and creative driver is via the skill challenge (especially the overland travel skill challenge). I will locate my prepared "lesser-but-verisimiltude-preserving" encounters either at a certain time of the day, or within a certain area of the map, or even as the consequence of a particular failure or success in a skill challenge, and then bring it into play at the appropriate point in the resolution of the skill challenge.</p><p></p><p>When it comes to the exploration of a particular adventure location (a demonic temple, a ruined manor, etc), which I tend not to structure via skill challenges, and in which the density of encounters per unit of gametime is likely to be higher, then I will fit these lesser-but-verisimilitude-preserving encounters into the unfolding game as seems best-suited to theme and pacing. When I ran Well of Demons from Thunderspire Labyrinth I did use its random encounter table to help with this, but not on the spot - I pre-rolled and worked out in advance how to fit the encounters into the scenario that was unfolding at my table.</p><p></p><p>I like this sort of stuff, but don't use random encounters to do it. I will do it either by fiat, or as the result of (and ingame explanation for) a failed skill check, or as part of the resolution of a skill challenge.</p></blockquote><p></p>
[QUOTE="pemerton, post: 5483424, member: 42582"] This is a very clear statement of the gamist (in the Forge sense - ie making the game a challenge for the players) rationale for wandering monsters in traditional D&D. When the point of the game is successful operational play, wandering monsters crank up the challenge by making the operational environment more difficult. I see this as combinging the gamist rationale with a verisimilitude-preserving one. I like to achieve verisimilitude but don't want the gamist aspect. So I don't use wandering monsters (and voted No on the poll). These two quotes describe how I feel about wandering monsters in the classic sense. When the aim of the game is not successful operational play but something else (such as a story in which the PCs successfully engage with the Big Deals) then wandering monsters in the classic sense can be an impediment. This is closer to what I do to reconcile the dislike of classic wandering monsters with the desire for verisimilitude. Namely, among the encounters that I plan are encounters that are less intimately related to the Big Deal, but still speak to the Big Deal, or to one or more of the PCs, and so play a role in driving the game forward towards the Big Deal. I like this too. Increasingly, the way I use randomness in my 4e games as a type of discipline and creative driver is via the skill challenge (especially the overland travel skill challenge). I will locate my prepared "lesser-but-verisimiltude-preserving" encounters either at a certain time of the day, or within a certain area of the map, or even as the consequence of a particular failure or success in a skill challenge, and then bring it into play at the appropriate point in the resolution of the skill challenge. When it comes to the exploration of a particular adventure location (a demonic temple, a ruined manor, etc), which I tend not to structure via skill challenges, and in which the density of encounters per unit of gametime is likely to be higher, then I will fit these lesser-but-verisimilitude-preserving encounters into the unfolding game as seems best-suited to theme and pacing. When I ran Well of Demons from Thunderspire Labyrinth I did use its random encounter table to help with this, but not on the spot - I pre-rolled and worked out in advance how to fit the encounters into the scenario that was unfolding at my table. I like this sort of stuff, but don't use random encounters to do it. I will do it either by fiat, or as the result of (and ingame explanation for) a failed skill check, or as part of the resolution of a skill challenge. [/QUOTE]
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