14 Comments
Oct 1Liked by Castle Grief

wow! you make a really good point here! every Master of Dungeons should definitely plot out *some* combat for narrative effect (boss fights, trials/challenges, or whatever other plot point you have planned), but they should also leave room for the unexpected

also (and let’s be clear here: this is the main reason lol), DMing is meant to be fun, and fussing over an encounter of creatures that is pretty much only meant for XP purposes or expressing how dangerous your world can be is not really fun at all

might as well let the Great Math Rocks decide all that for you, lol

Expand full comment
author

Absolutely!! And of course as long as folks are having a blast…well. It’s a game! Enjoy.

Expand full comment
Oct 1Liked by Castle Grief

thank you for the reply! i’m keeping an eye out for what’s up next (trying to get the confidence to do a similar publication of my own, but college + work + life in general = little to free time, lol; slowly getting my first post for that one done, though, so that’s good)

nevertheless, keep up the good work!

Expand full comment
author

Thank you so much! I look forward to seeing your writing on here.

Expand full comment
Oct 1Liked by Castle Grief

I love random tables! It’s easy for me to make something up on the fly. But rolling on a table might challenge me because it could be something so bizarre, or mundane, which forces me to think and get creative and that’s ok with me!

Expand full comment
author

100%. They keep the juices (and the blood!) flowing

Expand full comment
Oct 1Liked by Castle Grief

This is a great topic. I think encounter tables being out of vogue is the fault of 5E. In 5E an unexpected "encounter" is 100% always combat and soaks hours of gameplay. I didn't start using them until playing OSR style games that include reaction tables. I now love random encounter tables.

Expand full comment
author

Reaction is a big part of everything not having to be combat. I like tables where it includes another random column for “what they’re doing”

Expand full comment

What you said about random encounters being an opportunity for the GM to play as well really clicked with me. Being a gm really only started making sense for me when I ran forbidden lands for the first time and was incentivized to use tables and random encounters. Now even in more narrative games like Kult I try to keep my prepping roomy enough for unexpected things to come up and feel that kind of magic of playing on the fly to emerge in the game.

Expand full comment
author

Awesome. Love to hear that and it’s important that us forever GMs get the opportunity to have fun too haha

Expand full comment
Oct 1Liked by Castle Grief

At my table, Random Events (Including Hazards, Encounters, and Omens) trigger Distance, Alertness, Reaction, and Surprise checks. Encounters are determined by rolling on a location specific Rich Encounter Table.

Generally, there is one Rich Encounter Table per 30 mile hex for wilderness, or one RET per urban district or dungeon level. Most urban spaces only have one district (Cities will have multiple districts; Towns and smaller have only one). Each 6 mile hex may have a different Dangerous NPC or Linked NPC, but similar Deadly, Dangerous, Special Animal, and Normal Animal. NPCs are keyed by hex or building or room number (as appropriate).

Weather is also checked whenever moving between 6 mile hexes.

Rules and procedures drive how story emerges. Tables determine how setting is presented.

Set the table(s), and allow the story to emerge and fulfill each participant.

Expand full comment

Great post!

I love random encounters when they present options to drive a situation forward, or develop the world.

I can't stand "pointless" random encounters that seem out of left field.

I think a combination of poor encounter lists and the shift to "super hero" styles of play shifted the random encounter away from many people's tables.

Expand full comment

My comment doesn't focus whether or not random tables are better than 'scheduled' events. I agree with the overall concept as I really love the concept of uncertainty in RPGs. I do reccomend a reading which is a milestone for such a concept: 'Uncertainty in games' by Greg Costikyan. ...and back to my comfort zone: I have realized other ways to keep high the level of uncertainty in my game that random tables are even not necessary and I came to this solution also thanks to the reading here above!

Expand full comment
Oct 2Liked by Castle Grief

I think you really hit the nail on the head with this statement "Being surprised means you get to play too." As somebody who has years of running railway adventures and adventure paths OD&D presented a huge shift in terms of my enjoyment as the forever dm. Being just as surprised as my players and genuinely enjoying immensely what emerges each session has re-invigorated my passion for running games while also providing new sense of discovery. I have finally found my preferred style of play. Exploration, location based sandboxes, with dungeons that play too OD&D's strengths.

Expand full comment