Wednesday, October 29, 2003

Part 2 of Improving Random Encoutners
2. Add Reason To Your Madness -- Provide Random Encounters
With An Ulterior Motive
==========================================================
The "Divide Game Content Into Two Layers" tip is a set-up
for this one. Traditional random encounters involve tables
of monsters, NPCs, and foes, and possibly their stats.

What type of game content is this? Flesh.

Because random encounter tables are usually static, there is
no Skeleton element. Therefore, the tip is, you can
dramatically improve any random encounter by adding a
Skeleton layer to it. Add some purpose, context, and
campaign value to transform random encounters into useful GM
tools.

You can often make the biggest impact on a random encounter
by answering the question "why?"

For example, you roll a 19, consult Wilderness Encounters
Chart 1C - Temperate, and announce to the group that three
wild boars erupt out of the bush. The beasts charge the PCs
and an hour long battle (in real time) begins.

Some players will eat this up and cry for more. Many will
sigh and pray the combat goes quickly. Some will get
frustrated or angry and check their watches because the
story has stalled and the encounter seems boring (pun
intended). A rare few will stand up on their chairs and
loudly declare their discontent for existential reasons.

If you decide to check the Skeleton layer and ask why, a few
ideas might pop into your head and player dissatisfaction
might dissolve, your campaign integrity will remain intact:),
and your story can continue moving forward.

"Hmmmm, why would three boars charge the PCs out of the
blue? Why are boars there at that time and place?"

Possible answers that spring to mind:
* It's a cool trap. The players might see a foe on horse in
the shadows who salutes the PCs before riding away.
* It's an accident. Just before the boars attack, the PCs
find empty cages lying beside an overturned wagon. An
unconscious NPC is sprawled nearby with a fourth boar
standing over him!
* It's a lead-in to a more interesting event. Just ahead of
the boars runs a desperate person screaming for help.
* Because you're stuck for ideas and stalling for time. So,
you say "It's weird how three boars suddenly appear like
this. It's almost as if they knew you were coming." Then
you sit patiently behind your screen and note any good
ideas the players come up with in the ensuing
conversation.

Here are some more questions to help add a Skeleton layer
quickly while on the fly:

* Why should the characters care about this encounter?
* Why should the players care about this encounter?
* How can you tie this encounter into the plot?
* What kind of twist could you add to make it more
interesting?
* How can you use this encounter to affect the mood,
atmosphere, or pace of the game session?

No comments: