Roleplaying Tips Weekly E-Zine Issue #370
Random Encounter Tables
Contents:
This Week's Tips Summarized
Random Encounter Tables
- Pre-Roll Encounters
- Define the Region
- Craft Side Adventures From Too-Powerful Encounters
- Character Development
- Add In Random Plot Devices
- Encounter Table Generation
- Regional Tables
- Political Tables
- Sample Random Encounter Tables
Readers' Tips Summarized
- Rumours...Or Are They?
- That'll Be Cash, Thank You
- Map-up World Creation
- Using StumbleUpon Effectively
Congratulations to E-Zine Sponsor XRP
For Best Electronic Book
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-- Johnn
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A Brief Word From Johnn
Burning Void Now Errant Dreams
Past e-zine contributor and supporter Heather Grove has
opened up a new website and moved her excellent Burning Void
newsletter and gaming advice content over to the new
location. www.errantdreams.com
D&D 4th Edition Announced
My jaw dropped when I heard D&D 4E was announced at Gen Con.
My first thoughts were similar to when Atlas announced a new
edition of Ars Magica: what about all my precious books?!
Having had time to digest the information available, I feel
it's a great thing for the hobby and for GMs. A key pillar
of the new rules, which are still under development, is to
make the game easier and more accessible to gamers. If they
succeed in this, then I feel it will draw a lot of folk back
into the hobby and bring new GMs to the table, eager to
weave fantastic tales of adventure with their friends.
There are many other awesome RPGs out there, but because D&D
and Wizards of the Coast are the 800 pound gorillas of the
hobby, I think they drive a lot of new blood, press
coverage, and public awareness to roleplaying games. I'll be
watching all their new initiatives with keen interest.
The first book for the new edition releases May 2008.
For more information, here are the best links I've found
to date:
Cheers,
Johnn Four,
johnn@roleplayingtips.com
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Star Wars Roleplaying Game: Saga Edition - USD $35.16
This game is quoted as being a preview of D&D 4th Edition by
WotC. It features everything you need to play and run the
Star Wars Roleplaying Game, including updated content from
all six Star Wars films, updated rules that take full
advantage of advances in the d20 system, and a streamlined
system that makes it easier than ever to get a game running.
More info:
Star Wars Roleplaying Game: Saga Edition
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Random Encounter Tables
A guest article by Charles Ciaffone
Random encounters are an often overlooked tool for the game
master. In my own gaming, I use them to set the mood of a
region, to provide inspiration for side adventures, and to
instill the sense that the campaign world is larger than the
characters' experience. My tables ignore party level,
instead focusing on the regional population of creatures,
patrols, and so on.
Properly used, random encounters give the party the feeling
that, despite this being a game centered on them, there is
more out there than just what pertains to the plot.
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1. Pre-Roll Encounters
I like to pre-roll random encounters between game sessions,
especially if I know which direction the party is headed.
Then I can prepare the encounters to make them feel less
random and more regional. Alternately, you can have sample
encounters developed or outlined, and select or roll for
which to use.
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2. Define the Region
One of my best adventures started as a random encounter. I
rolled for a creature that was too difficult for the party
to handle, but instead of discarding the encounter, I gave
the creature a problem, to which the party could be the
solution.
I devised an ancient abandoned outpost, with treasure hidden
in it that the creature could not reach. The monster offered
to "allow the party passage through his domain" if they went
in and recovered the treasure. The random encounter took an
entire game session for them to negotiate, but instead of
being drudgery, it is one of the party's favorite challenges
to remember. It also helped me further define the extent and
history of one of my ancient civilizations.
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3. Craft Side Adventures From Too-Powerful Encounters
Do not shrink from having the characters encounter powerful
beings. Instead, wrap the story around these encounters. Let
the players role-play the interaction.
Some powerful monsters might just ignore the party, or just
let them know this is their domain and the characters should
move on as soon as possible.
Perhaps, in a few levels, the party will be back to deal
with the giant that forces all passers-by to pay a toll, or
to explore the cave they snuck past quietly so as not to
wake what lurked inside.
Another option is the too-powerful creature the party
encounters is dead. Perhaps something else is there, taking
advantage. Maybe the galactic cruiser is a smoking ruin,
having lost a battle. Maybe it has been partially looted,
and the scavengers left booby-traps to dissuade others from
looting it before they return.
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4. Character Development
A character in my campaign was once on pilgrimage to a
druidic grove. One random encounter I rolled was a bear. I
designed the encounter as a test for the player, and an
opportunity for him to develop his persona. Instead of
having a ferocious cave bear charge out at the party, they
came across a couple of bear cubs playing with a log on the
side of the trail. The mother was off in the woods on the
other side of the trail, out of sight.
The party might have passed on quietly, so as not to disturb
the cubs, hoping that wherever mom was, she would not feel
threatened. If anyone in the party moved to interact with
the cubs, it would have been up to the druid to warn against
such actions.
If mom noticed the party as they passed, the druid had the
opportunity to use his nature skills to calm the bear while
the party made their escape and avoid the unnecessary
bloodshed.
Instead of another hack and slash encounter, it became a
chance for the players to establish their alignments and use
their class abilities in an unusual way.
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5. Add In Random Plot Devices
When I am rolling for random encounters, normal encounter
chances might be 8% or 5% or 20% depending on the area and
how conspicuous the party is making itself. Meanwhile, a
roll of 100 (00 for you old-schoolers) indicates a random
plot device, such as bumping into a patrol from the enemy
encampment the party is sneaking up on.
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6. Encounter Table Generation
I have gone through many different methods of creating
tables. The easiest and most straightforward method I have
found is done in a spreadsheet. I have a template, and I
enter in all of the possible monsters, local patrols,
locals, and so on.
I always leave the first spot for innocuous encounters (see
previous issues for ideas on these sub-tables) and the last
spot for special encounters.
I usually have a table of regional special encounters, to
add flavor to the area, and a more general table for special
encounters that could occur anywhere in the campaign.
The template includes columns for Range, Frequency, From,
To, and Encounter Type. To create the table you enter the
Encounter Type and the Frequency. C for Common, U for
Uncommon, R for Rare, V for Very rare, and X for eXtremely
rare.
I rarely use X unless I do not have a separate regional
special encounters table. You can also enter a hard number
to override the formulas. You can adjust the formula in
Range and drag it down to adjust the numbers to reach the
desired number. I use a D100 roll, but depending on the size
of the table you can use a D20, D10, D12, or even a D1000
for diverse regions.
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7. Regional Tables
I develop a table for each geographic area on my world. You
can also develop tables by continent, planet, or galactic
sector, depending on the size of your campaign setting.
First, I went through all of the sources for creatures and
selected what was available for each terrain and climate.
Then I go through these lists to select encounters for each
region.
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8. Political Tables
From the regional tables I derive political tables for
kingdoms, borderlands, and regions heavily populated by a
specific race. With my template, I can make a copy of the
table, and then add local patrols, remove or lower the
chance of encounters that would be less likely in populated
regions. This produces tables tailored to the specific
political boundary.
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9. Sample Random Encounter Tables
Here's an example
Excel file.
* * *
Try it yourself. With proper planning and preparation,
random encounters transform from being a distraction to a
becoming great campaign tool. Enjoy, and keep gaming.
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Shadowrun: Emergence
The Crash of 2064 ruined the lives of millions. Some died in
the Matrix or went insane, many lost everything they owned,
and still others found their identities completely erased.
But a small percentage were changed into something
altogether different, with the strange and inexplicable
ability to affect the new Matrix with their minds.
Now, in 2070, the existence of these technomancers becomes
front-page news, leading to widespread paranoia and witch
hunts. The Emergence campaign setting involves the runners
in a series of pivotal events that may change the way they
view the world and the Matrix...and each other.
Shadowrun: Emergence at RPG Shop
Readers' Tips Of The Week:
Have some GM advice you'd like to share? E-mail it to johnn@roleplayingtips.com - thanks!
1. Rumours...Or Are They?
From: Palmer of the Turks
A few handy rumours to drop during dialogue never hurt
anyone...except a few gullible players, perhaps.
Having lists of pre-made rumours is nothing new, but what
about a table to generate them? Simply make a few columns
listing common elements like the old Who, What, Where, When,
Why, and How.
Then, as needed:
- Roll to see how many columns to use
- Roll each column and combine them
Common things can get multiple slots on the lists so they
come up more often. For example, the Where column might have
8 named locations, and then each of the 4 compass directions
down 3 times.
Getting results of "noble" "death" and "south" could be "I
heard the Baron of Garan to the south was assassinated."
Just as easily: "When he was visiting Garan to the south,
the king had some serfs put to death."
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2. That'll Be Cash, Thank You
From: Palmer of the Turks
This works best for modern games, but is adaptable. Head to
a dollar or toy store and look for some play money. You
could also try Monopoly money - refills should be available
at bigger toy stores.
At my local dollar store, I got a package containing play
paper money - 50 each of $5, $10, $20 and $100 bills (which
adds up to $6,750 incidentally, so you'll probably want
several) for only a dollar.
Packages of extra monopoly money containing 20 each $500 and
$100 bills, 30 $50 bills, 50 $20 bills and 40 each of $10,
$5 and $1 bills (adds up to $13,140) and are $4 here:
AreYouGame.com: Monopoly Money
Get a few packages of these and insist players use them for
all game things involving money. Hand them a wad of bills if
they find some money or use an ATM, make them give you the
price of a gun/bribe/hot dog if their character spends it.
No more players fudging budgets, plus it helps add an in-
game atmosphere. Saying "You find $400 in the drawer" just
isn't the same as handing the player $400 in play money.
Plus, you can dress some bills up with red paint or
scribbled notes as props. One thing to consider is marking
or signing all the bills you hand out, to prevent
unscrupulous players from going and buying their own play
money to use.
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3. Map-up World Creation
From: Matt 'Silverbolt' Craft
khirsah.freehosting.net
Many times, I've had people I've gamed with ask how I come
up with the ideas I do for adventures, kingdoms, and entire
worlds. It's taken me a while, but in comparing notes with
how they build their ideas, I've discovered a simple
difference: they design the game first, and build the map
around it. I sketch out a map beforehand, and see what makes
sense for it. While this method might not work for you, I'll
lay out some basic points; if nothing else, you can try it
to see how well it works for you.
- Map out the river system first. This is a vital thing.
Rivers are the lifeblood of primitive settlements, and so
even in modern times the largest cities will often be found
near, if not actually at, a river.
Many rivers also serve as national boundaries. The Rio
Grande, for example, seperates the United States and Mexico.
Note down which rivers are the main flows, and which are
tributaries that feed into the larger flows.
If you include a lake, decide if it's a lake born of a
spring that feeds the rivers, or if it's a lake that somehow
drains into the earth as water flows into it.
- Look at the river system. Most likely, areas will suggest
themselves for terrain features, such as mountains, swamps,
and forests, just by the shape of the rivers. Once you've
done this, look for places that suggest other features: old
ruins, volcanoes, or deserts far from the rivers. Finish
filling in the natural terrain, and the next step will go
much more easily.
- After you've taken care of the terrain, you can fill in
the civilizations - cities and kingdoms. A great many towns
will spring up where rivers merge or split, as that becomes
a natural highway point for traders.
Towns and fishing villages will also spring up at lakes,
along any long stretch of river, or where a river meets the
ocean - all of them as waypoints for traders and as homes to
fishermen.
- Write the background information for the map. Which
cities sprang up when, how large are they, if they're
independent city-states or part of larger kingdoms, war
histories, and the like.
Famous legends about different terrain features are also
good. If there's a desert bound by deep rivers, why is it
there? Why doesn't it rain? Why is the Shadowfen Swamp
called that? And what makes The Silver River so vital?
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4. Using StumbleUpon Effectively
From: Tommi Brander
A brief guide I wrote for using StumbleUpon effectively,
assuming one is a roleplayer.
Original version here.
Stumbleupon is a site that lets one discover new and
interesting pages. Essentially, you create an account,
select interests (roleplaying games are under hobbies),
press stumble, and it gives a website from one of the
categories.
To find roleplaying sites, either only select roleplaying
games as a category (boring), stumble till you get one, or
stumble on roleplaying sites specifically.
To increase the quality of sites you discover, give "thumbs
up" to good sites and "thumbs down" to bad ones. You ought
to get more pages similar to the ones you liked, and less
like those you disliked.
Also, select friends from among people who stumble upon lots
of roleplaying-related sites. For example, blackmage4242 has
lots of relevant sites. Your stumbles will often be those
your friends like.
Use tags.
Other tags: roleplaying-games, rpg, rpgs, role-playing-
games, role-playing, roleplaying-game, role-playing-game,
rpg-net, rpg-theory, indie-rpg, independent-rpgs, indie-rpg,
story-games, game-master, rpg-tips, dungeon-master, d-d,
dnd, dungeons-and-dragons, dungeons-dragons, d20, ore, one-
roll-engine, reign, over-the-edge, exalted, world-building,
larp, lrp
Other tags of interest: fantasy, horror, bizarre. Writing
might be useful tag for GMs.
Go to the page of a tag (just change the word roleplaying
from the above example) and select "I like pages about
*tag*". You will see more pages with the relevant tag. Also,
after giving thumbs-up or down to a page, add some tags to
it and/or review it. It will be easier for others to find
the site that way.
There is a maximum of five tags per page per stumbler.
If you happen to have an rpg site that gets far too little
traffic, give thumbs-up to it and add relevant tags to it,
so people will stumble there.
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DM Aid: GameMastery: Elements of Power
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players learn to love managing their booty. A code on each
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treasure.
Useable by experienced GMs and novices alike, this product
fits perfectly into any Game Master's arsenal.
GameMastery: Elements of Power at RPG Shop