Showing posts with label Random Encounters. Show all posts
Showing posts with label Random Encounters. Show all posts

Monday, May 23, 2016

Random Encounters: Mountain Road

Dare you enter my mountainous realm?
I started off with an idea that my players would be playing on an island, but after playing with things for a while, the island evolved a bit, and now it's not exactly a uni-biome island anymore. So since there is now at the very least an important-ish mountain area that leads to the main event, I could create a random encounter table for such an area, going for the feel of something more akin to a strenuous hike than sheer cliff scaling.

Tuesday, May 17, 2016

Random Encounters: Tropical Island

Trees, sand, water, that kinda stuff.
So, preparing for a tropical island setting, I decided to make a bit of a generic aid that might be helpful to anyone else that ever needs a tropical setting. So, I've modeled some random encounter tables after those found in Dungeon Fantasy Adventure 1 except, of course, different theme. Let's see how that plays out.

Sunday, March 27, 2016

Random Encounter Tables: Total Deconstruction

Was it really random, or was it fate?
So almost a week ago,  I attempted to distill a template to base random encounter tables on from the example in Mirror of the Fire Demon. I came up with something that was literally a thing, but I don't think it was all that useful, helpful, or instructive. Today, I'm attempting to form something from nothing that feels a little tighter, more reusable, and actually, requires less planning and number crunching.

Monday, March 21, 2016

Random Encounter Tables: Templated, and Applied

You see, the joke is that
sometimes random encounters
don't make sense in a certain
environment. Do you get the
joke? If you don't, you can read
the caption on the picture,
or you can read the caption I
added to the captioned image.
Random encounter tables are kind of a weird paradox. They seem like a good way to wing things when you are hard up for an immediate idea to spice up the action, on the other hand, they feel kinda hard to make. You fret, "Man, is this too hard? Is this too easy? Am I just butchering my players? Am I just throwing treasure at them?" Well, fear not, in a case study in the blind leading the blind, I will attempt to dissect some random encounter tables for GURPS and see what we can learn from it.

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