Handling Random Encounters

I created a new tag for articles named “The Yora Rules” and pinned it to the top of the page. Over the years I developed a number of small mechanics and tweaks to the B/X rules and interpretations of rules that don’t clearly spell out a specific procedure. A big reason behind many of my procedure is to reduce the mental workload on my own brain in regard to how I am personally affected by ADHD. Some of my changes might seem superflous and no more easy or faster than the default rules, but they do work often a lot better with the way my brain works, resulting in a much faster and smoother game. I still think they are more elegant in some ways and could be very useful to anyone.

Some I’ve shared here before and have gotten a quite positive reception, so I thought it might be useful to have them all in one place. Frequently I lay out my entire thought process in excessive detail, which I think might be of interesting to some, but isn’t very useful to just looking up how I do certain things or to share it with other people. A year ago I wrote about how I handle random encounters, but that one’s just a wall of text, so here is the actual mechanics in one simple bit.

Step 1 (Preparation): Roll up groups of Creatures

Consider which areas of wilderness the party will likely travel through, how many random encounters are likely to happen on the way, and which dungeon levels they will be exploring in the next game. Use the respective Wandering Monster tables to roll up the creature type and creature number for as many encounters as you expect you will need and put them in short lists for each area.

Step 2 (Preparation): Roll Surprise for the Creatures

Roll 1d6 for each creature group on the list. On a 1 or 2, mark them as being surprised when the party encounters them.

Step 3: The Players roll for Wandering Monsters

In the Wilderness: Roll a die four times per day spend in the wilderness. One for morning, noon, evening, and night. Roll a d12 for most wilderness, or a d10 or d8 for particularly densely populated areas. If the party is in a dungeon at the time of an indicated random encounter, either ignore it or have the creatures run into the camp outside with the hirelings, mounts, and pack animals.

In a Dungeon: Roll a d12 at the start of every exploration turn. (The total number of encounters will be the same as rolling a d6 every two turns, but you don’t have to remember if you rolled last turn or not.)

Causing Attention: If the party does something to draw attention to them, like causing a big fire in the wilderness or making loud noise in a dungeon (such as fighting), make an extra wandering monster check right then and there. Any creatures allerted that way will arive in the next turn or later, in addition to the regular wandering monster check every turn in a dungeon.

Something always happens on a 1: When the die roll is a 1, a random encounter happens. Tell the players that a 1 means encounter before rolling the die in the open. Or better, let a player roll the die. Show the players plain to see that you didn’t make this encounter happen at a moment in the game that you thought would be fun. You’re not making things hard for them when they are weak, or delay challenges until they are ready for them.

Step 4: Referencing the Prepared Encounter List

I am putting this here as step 4, but actually you don’t need to look at the list at this point. Because you already prepared the list in advanced, you knew the kind of creatures and number of creatures in this encounter and whether they will be surprised or aware since the previous random encounter was completed. This is the reason why I prepare this list in advance. Any time the players are talking among themselves to decide on their next step, I can put some thought on how I would use this group of creature if it is encountered in one of the two or three rooms the players might choose to explore next. I do not have to make something up on the spot right as I roll the die on the wandering monster table, which usually ends up just being “there are X number of Y standing in the middle of the room”, which is boring. Having just a minute or half to think about it without all the players staring at you waiting in anticipation to hear what they just ran into can make a big difference.

Step 5: The Players roll for Surprise

One of the players rolls a d6. On a 1 or 2, the party is surprised. (For some creatures encountered, it’s on a 1 to 3.)

If the players are not surprised but the creatures are, the players have one round to act before the creatures spot them. They can use that round to quickly retreat back around the corner they just passed or move into a nearby suitable hiding spot. If they do, the creatures remain unaware of the party until the players do something to reveal their presence.

Step 6: Roll for Distance

In the Widerness: Creatures that are not surprised spot the other group from 4d6 x 30 feet away. If both groups are surprised, they spot each other at 2d6 x 30 feet.

In a Dungeon: Creatures that are not surprised spot the other group from 2d6 x 10 feet away. If both groups are surprised, they spot each other at 1d6 x 10 feet.

Step 7: The Players make a Raction Roll

If the creatures’ attitude towards the party is not obvious because of circumstances (like mindless undead or guards searching a castle on alert), have the players make a reaction roll.

If the party has been surprised but the creatures are not, roll 2d6 for the reaction roll. (No Charisma modifiers apply.)

If the party is not surprised, one character may greet the creatures. That character rolls 2d6 plus the Charisma bonus to reaction rolls.

2: The creatures start to attack immediately.

3-5: The creatures are hostile. They threaten the party with violence to hand over their treasure, be taken prisoner, or to immediately leave the area, depending on what seems appropriate in that situation.

6-8: The creatures are uncertain and observe what the party does next. After the party has reacted in some way, the character doing the talking makes another reaction roll with a bonus or penalty depending on what was said or done.

9-11: The creatures don’t want trouble. They might ignore the party of leave the area, depending on if they seem to be a threat or not. Intelligent creatures might be cordial but not interested in further interactions beyond common pleasantries.

12+: The creatures are friendly. They might invite the party to their camp or lair, offer useful information, or propose to join forces.

Step 8: Resolve the Encounter

The encounter either ends in a fight or a conversation. (Which might result in a fight later.)

Additional Note: Surprised Parties

There is one kind of encounter situation that the B/X procedure does not enable, and that is creatures spotting the party without being noticed and following them around for a while. When the players make the wandering monster check and it rolls a 1, they know something is there. You can’t tell them “you don’t notice anything”. Also, the players are supposed to roll the reaction roll themselves where they can see it. When that 1 is rolled for wandering monsters, the encounter has to happen now.

This is one of the main reasons I don’t roll up the creatures and their number in the middle of play after a wandering monster check and prepare them in advance instead. Same for rolling their surprise.

If I know I have a creature that would stay hidden if it catches the party by surprise, and that creature will not be surprised itself, then I can spend some thought on what it will do if the party fails their own surprise roll, depending on the reaction roll:

Immediate Attack: The creature has been stalking the party for a while and decides to jump them now, getting a free round to attack before the party can react.

Hostile: The creature decides this is a good moment to confront the party. It’s positioned in a way that is most advantageous to itself and no roll for encounter distance is necessary.

Uncertain: Keep rerolling until you get a different result. The creature has been observing what the players do while it was hiding.

Avoiding Trouble: This is inconvenient since the creature can just escape without the players ever knowing it was there. I guess the best option is to let one player catch a glimpse of it before it disappears, and if the party pursues they won’t find any trail to follow.

Friendly: The creature just comes out in the open to greet the party.

Only the first two really depend on the geometry of the area they are encountered in. If the players end up not being surprised for that encounter, they will run into the creature in the middle of doing whatever it is doing. So there are really just three possible things worth considering in light of the next environment the players decide to enter.

Improved Rules for Foraging and Hunting

A while back I wrote about a somewhat more detailed version of the rules for foraging and hunting from the Expert Set. Forget all of that. This is better.

Foraging: When a party is travelling through an area that has a decent amount of plants growing in it that humanoids can eat, there is a 1 in 6 chance that the PCs can collect 1d6 rations of food per day by simply picking up what they spot growing next to the trail they are travelling on. If the party includes characters with special wilderness skills, they have a 2 in 6 chance to find things they can eat.

Hunting: When a party is staying at one campsite for a whole day, they can send out hunters or hunting parties to hunt for food. At the end of the day, each hunting party returns with 1d6 rations of food (1d8 if the party includes a character with special wilderness skills). While the hunters are out hunting, a wandering monsters check is made for each hunting party and for the camp.

Water: Unless otherwise specified by the GM, the party comes across sufficient sources of drinkable water each day they travel through the wilderness. No rations of water have to be consumed at the end of the day. (Assume all characters refilled the water rations they consumed during the day when they had opportunities.) Characters spending most of the day inside dungeons do not have access to sources of water unless the GM specifies otherwise, and must consome a ration of water at the end of the day.

Lack of Food: Characters who do not eat one ration of food in a day, suffer 1 hit point of damage and can not heal damage naturally without magic.

Lack of Water: Characters who do not have one ration of water in a day, suffer 1d4 hit point of damage and can not heal damage naturally without magic. After 3 days + 1 day per CON bonus, the character dies.

The idea here is that in an average wilderness environment, parties will not have much trouble keeping themselves fed by hunting, but replenishing their supply of rations will either take a considerable amount of time or require splitting the hunters up into several smaller groups. Both options mean an increased number of wandering monster encounters before the party makes it back to a town or their base. It’s a very simple mechanic but gives the players a lot of variables they have to pick, like the amount of food supplies they keep, how they pack them among their PCs, hirelings, and pack animals, at what point low supplies might be a reason to turn back, how to split the party, deciding which hirelings to send into the woods to uncertain fates or who to leave behind to guard the camp, and when it might be worth it to keep pushing ahead while starving instead of stopping to hunt. I see a huge potential for amazing unscripted adventures simply because a randomly encountered wyvern made off with the mule carrying half of the party’s food.

Extensive playtesting will be needed to dial in on the best die to roll for the amount of rations provided by hunting so that it severely inconveniences the party without getting it completely stuck and unable to continue towards their destination. But otherwise I’m really excited to give this a test run.

Hireling prices are insane!

I was playing around with the idea that players keeping a stronghold in the wilderness with a staff of servant and guards would have to keep stocks of food to feed everyone, as a constant money drain and source of fun side adventures. While I was checking if food and other stuff is already included in the cost of hiring mercenaries and specialists, I realized that the wages given are completely nuts!

The most expensive mercenaries cost just as much per month as the price of rations for four weeks. Most of them are making much less than that. I was first considering to lower the price of rations to something more sensible, but looking at the prices of other items as well, it really is the cost of mercenaries that is ridiculous.

Peasant militias can be hired for a month for the price of a small sack. Professional light footmen for the price of a large sack. And archers for the price of a backpack. Meanwhile an animal trainer makes a hundred times as much money as an archer, and a sage a thousand times as much money as a basic soldier. Talk about wage gap.

I really don’t know who originally came up with the costs for mercenaries and how this could ever have gone into print? This confirms my suspicion that TSR didn’t know about the concept of playtesting. And apparently not even proofreading. I think these costs probably will have to be increased by a factor of ten to make any semblance of sense. At least.

Conway’s Law (and why exploration in 5th edition sucks)

Somehow I ended up seeing a video on youtube about The Only Unbreakable Law, and having a casual interest in physics and a passing one in math, I actually clicked on it. It turned out to be about programming and for computer engineering students, something I really don’t know anything about, but still enough to understand the question if there are actual hard laws in programming and why it’s an interesting one. He takes a while to get to the point, but somehow sat through 20 minutes of it and I am glad that I did. What he is getting to is Conway’s Law, which isn’t actually about programming specifically, but about the design process of anything. Which is where it becomes relevant to the design of roleplaying games.

Conway’s Law is the observation that when you have a design team and subdivide it into smaller groups that each work on different aspects of the project, you are also already breaking up your final product into separate pieces. Whether you intend to or not.

The example given is that the design team for a car might have one group work on the engine and another group work on the wheels. By establishing an engine group and a wheel group, you are establishing that engines and wheels are different parts of the car. Both groups may do a very good job at designing their respective component, but they are working towards different objectives. In the case of designing a car, the connection between engines and wheels might be a smart point where to make the cut. But it is also possible that there could be very significant breakthroughs to be made just at that connection. The engine group stops thinking about possible innovations that affect components that lie beyond the point where the engine stops because those components are not part of their task and the responsibility of another group. And the wheel group is doing the same thing. By having established that there will be an engine group and a wheel group, you are already massively reducing the chances for great innovations at the point where the two components connect. Good communication between groups can reduce that barrier, but it will always be there.

And it’s not hard to see how this becomes relevant to the designing of an RPG system. And it’s even relevant if you only have a single person working on a game or a rules expansion instead of a team. If you are splitting up your game into different components and work on each component separately, there is a big chance that you are missing opportunities for great improvement at the points where the different components interface.

While I am typing out some kind of closing statement for this post, I am right now starting to remember a discussion that has been talked to death a few months ago on Enworld. Basically the topic that span several different threats was “Why does exploration in D&D 5th edition suck?”. And even back then the argument that I kept repeatedly making was that the whole idea of there being an “Exploration pillar” that needs to get the same amount of mechanics as the “Combat pillar” and “Roleplaying pillar” was flawed and stupid to begin with. Looking at them as separate systems was already a fundamental error that everyone was getting wrong. (And why B/X is the best edition ever made.) Conway’s Law provides a more specific explanation for this. By using (and misusing) the stupid term of “pillars” in the design process and communication with players during the development of the game, the designers of 5th edition already split the whole system of a game into separate components to be approached separately. And unsurprisingly, this resulted in these three components not really working together with each other. The combat component still ended up as something that can be played by itself and be relatively enjoyable to certain types of people, but the exploration component just doesn’t work on it’s own. And it doesn’t work in combination with the other components either, because the designers failed to interconnect them.

In contrast to that, exploration and combat are inseparable in B/X. Exploration only works because of random encounters and the high lethality of combat. And the really bare bones combat rules work without class abilities and feats because combat isn’t meant to be fun in itself but as a component of exploration.

Keep this in mind when creating your own rules expansion for your campaign. Don’t just build a new sub-system in a vacuum; as something to be stuck onto the side of the existing system. Approach the design by looking at the entire system as a whole and considering at how many points any new mechanics you want to introduce could interface with existing rules.

What’s the function of a Stronghold?

Working on my Ruins of the Shattered Empire campaign, I was thinking again about Kenshi, a wonderfully weird sandbox indy game set in a desolate post-apocalyptic wasteland full of bandits, robot skeletons, ancient vaults, ninja, cultists, crashed satellites, insect men, random orbital lasers from the sky, and flesh eating giraffes. The game has no story. You just start somewhere in the desert, with nothing but the shirt on your back – if your character is one of the lucky ones – and your only goal is to survive by getting something to eat and avoid getting eaten yourself. Unless your character is one of the mentioned robot skeletons. It’s a wonderfully odd game that feels like something that would have been made in the early 80s if the technology had existed back then. People who like things like Veins of the Earth or Ultraviolet Grasslands will probably appreciate the style. There are various bare bones NPCs around the game world that ask to join your team or can be permanently hired for a one time payment. The desert is full of hungry beasts and nasty bandits, and while it certainly is possible to play the game as a lone wanderer, a very attractive option that opens up very early on is to build a small base with a wall that protects your people while mining ore to sell in a town or working on a patch of dirt to grow your own food. You still keep getting attacked by raiders who’ll easily break down your gates after a minute or two and loot your little storage shed, and so you can easily find yourself in an endless cycle of expanding your base to provide more food and income to expand your group with additional warriors, so that you can expand even bigger to add your own workshops to make your own weapons and armor instead of having to buy them. It’s often compared to Dwarf Fortress and Rimworld, with it’s own special type of weirdness and hilarity.

In addition to building materials, you also need to first research construction plans for new buildings and equipment, and for that you need books of ancient knowledge. A few of which can occasionally be found in stores for a hefty price, but the more rare ones require you to go explore ancient ruins in increasingly more dangerous parts of the massive wastelands. And setting out on an expedition to find and explore these ruins always reminds me of good old D&D wilderness adventures. The ruins themselves are all pretty small, so I wouldn’t call looting them dungeon crawling, but getting your group of scavengers to those places and hauling back your loot to your far away base is just like wilderness adventures should be.

I’m also now remembering how I always found the use of NPCs as part of PC’s “gear” in Apocalypse World a really cool approach, and how they can be used as really nice adventure hooks, but I don’t want to go onto another tangent and actually get to the point.

Base building in Kenshi is in many ways an economy sim in which you figure out how to assign your characters to different jobs, optimize workflows, manage your resources, and invest your profits into new technologies and expanding your operations. It’s a lot of fun on a computer that takes care of all the math, and you spend hours upon hours on it by yourself. It’s not something that translates to playing a roleplaying game as a group. All the stronghold building rules for RPGs I’ve come across so far fail because of this. But the aspects of defending your stronghold against raiders and having to go out into the dangerous wilderness to gain resources you need to maintain and expand your base are also endlessly exciting, and those activities are the daily bread and butter of D&D adventurers.

I am really intrigued by the idea of giving the players the tools to take over any abandoned or cleared out ruin, fixing it up and fortifying it, and using it as their main base of operations while they are exploring the surrounding wilderness. And after some pondering on the subject, I believe the best way to approach this is not to start with any mechanics for upgrading a base or price lists for various expansions, but first figuring out what kinds of functions the stronghold should play in a game that is still fundamentally about going into dungeons to find treasure. This really is just throwing around some ideas and sorting out my own thoughts on this.

What a Stronghold should be for

Safe Resting Place: This really is the primary function of a stronghold in the wilderness for adventurers. A stronghold provides a place where the party can rest and recover from their ordeals without having to make wandering monster checks. I plan to run the campaign without clerics, so healing either takes a good amount of time to recover naturally, or use up healing potions that are valuable and can not be infinitely replaced. This should make a place where the PCs don’t have to worry about monster attacks.

Treasure Vault: If the players have their stronghold guarded by mercenaries while they are out of adventures, I would consider storing their new treasures in their vault as having “returned with treasure from the wilderness”. Since they are also no longer under constant threat of being attacked, that means they have completed their adventure and can get the XP that their loot is worth.

Supply Depot: In addition to storing treasure at the stronghold, the players can also store supplies of food, water, ammunition, lamp oil, and tools. The stronghold might even have its own well or cistern to provide an endless supply of water. Using their base as a supply depot means that the players don’t have to carry as much supplies to get to the dungeon and back, and if they should be running low while in the dungeon, a resupply trip to their stronghold would be considerably shorter than returning all the way to the nearest town. Of course, they first need to get the supplies from the town to the stronghold, which can be a small side adventure in itself.

Necessity of Hirelings: I love hirelings as a game element, and really want to see wilderness adventures turning into large expeditions of a dozen people or more. Having just four or five PCs as the whole party is nice for a lot of campaigns, but I think wilderness exploration campaigns should be at a much larger scale. Wilderness exploration is more than having one outdoor combat encounter between the town and the dungeon entrance. That’s the kind of game the Expert rules are for. Having a stronghold full of supplies and treasures means the players need someone to guard all of it while they are away. And they probably don’t want to leave some mercenaries they picked up in a tavern alone with all their money for days on end on a regular basis, so they should also have some trusted retainers to leave in charge while they are gone. With a more permanent base, you also probably will want to have additional servant staff to cook and make repairs, tend to the animals, and you can see how this can escalate very quickly.

Money Drain: One thing that lots of people have been thinking about a lot for a very long time is what players should be doing with all the money they make on their adventures. Especially in a campaign where XP are gained from finding treasure to mechanically support the PCs’ endless hunger for more gold, the whole thing becomes increasingly less believable if the characters are already drowning in more gold than they know what to do with. Conan is always up for an opportunity to steal some gold because he’s constantly broke. In such stories, the heroes spend their loot on wenches and ale, but enjoyment of luxuries is not something that you can really get across through the mechanics of a game. Players saying that their characters go on a massive tavern crawl after an adventure is maybe fun once or twice, but stops feeling rewarding after that. A stronghold is a great way to drain the coffers of the PCs. Every expansion or upgrade to their base costs money, and all the guards and staff need to be constantly paid for. The wages are pretty cheap, but if you include proper tracking of time (without a meaningful campaign is impossible, as you know) then all the time that the PCs are spending in the wilderness while searching for ruins, days spend healing from injuries, weeks spend learning new spells and creating potions, and whole months stuck inside waiting for the end of winter, this all adds up.

Merchant Access: This is related to the aspect of Supply Depots above. Once the players have established their stronghold and have to make regular runs to the next town for considerable amounts of supplies (all those hirelings need to eat), they can become important enough customers for traveling merchants to make detours to sell their goods to the PCs. Maybe not with whole wagons, but at least with a handful of mules. In addition to regular supplies, such merchants can have a number of special items for sale that the players might be interested in, like potions or maps, and also provide the players with new rumors when they are away from civilization for long.

Trouble with the Neighbors: Even with solid fortifications and mercenary guards, the treasures and supplies inside a strongholds will attract all kinds of people and creatures. Some might be out to raid the place, while others might simply not appreciate newcomers in their territory. The possibilities for adventures beyond the default treasure hunting are endless, without the typical situation of sending the players to chase after prepared adventures. Pacifying the surroundings is a good way to let the players be proactive and deal with situations in whatever ways they come up with, without giving them a villain with a plan they have to stop before it is too late.

What a Stronghold should not be for

Economy Sim: As I mentioned earlier, managing your resources and working out production systems can be a lot of fun if you’re playing by yourself on a computer, but just isn’t something that works as a roleplaying game. Adding a smithy to your stronghold or constructing a wind powered water pump for your well can be fun and exciting, but I think it really shouldn’t turn into a resource management game.

Generating Income: In Kenshi, I started my first base as a small mining camp to simply mine ore, smelt it into metal plates, and sell them in the next town to make money with which I would buy anything else I need, such as food and medicine. Getting your stronghold self-sufficient and even profitable is a fun idea, but that would go directly against the overall premise of the campaign and one of the main purposes for having a base. The upkeep costs for having the stronghold is meant to provide the financial pressure to keep the PCs going into dungeon to search for more treasure. The strongold being a source of money instead of a giant money sink would work completely opposite to that. While being landowners with servants working for them can be a fun idea for some roleplaying games, it just doesn’t fit here.

Seat of Government: Related to the point above, becoming the biggest dog on a stretch of the frontier and clearing the surrounding land for settlement can be a great motivation for characters. But once you get into that kind of stuff, there’s not going to be much room or time for continuing to go dungeon crawling. You could still go into underground places to fight the enemies of your domain, but then you end up with a completely different type of gameplay from sneaking around in the dark to steal treasure without alerting the inhabitants.

This as a broad overview of where my thought are on this subject at the moment. We’ll see if I’ll get around to put further work into this and develop it into some kind of system with established mechanics and procedures.

Discovering Sites in the Wilderness

I’m a big fan of wilderness sandbox campaigns, but never been really enthusiastic about the hexcrawling approach, in the sense of “go from hex to hex until you find something”. A 6-mile hex is something like 80 km². Even a large castle might not be noticed while simply moving through such an area, and if the area is forest or mountains, you would have to run straight into it. Spending some amount of time to search a hex to see if you discover something also doesn’t seem convincing to me. If you’re a treasure hunter, you wouldn’t just pick a random spot in the wilderness and start searching it with a fine comb. That takes way too long to find anything of interest. What I believe adventurers would do is trying to make their way to sites that they already know about and that look promising for holding treasure.

Under this approach to adventuring, the players first need to have clues where to look for treasure and adventure. So here’s a couple of ways that PCs can learn of new sites to add to their own map.

Highly Visible: Castles and watchtowers are commonly build on high points where they can overlook a lot of the surrounding areas. Sites like that could be spotted by simply being in the same hex they are in. Or in particularly clear terrain, even by being in a hex next to it. Though if the site is hidden among trees or mountains, it would remain hidden even party is moving through the same hex.

Sites on Roads and Rivers: If a site is directly on an old road or a river that the party is using for navigation, the players discover it automatically when they pass that spot. In some cases, it might even make sense to road signs or something similar point the players that something worth investigating lies down a side path from the road the party is currently traveling on.

Found Maps: Players can find maps among the treasures they pick up which show some sites that are known to them, and some sites that are not. This allows them to go search for and discover the new locations by following the clues on the map. They could also buy maps from certain individuals, or be given a map as a reward from grateful NPCs.

Rumors and Quests: Locals simply tell the party about sites they know but are not on most maps. This also provides the players with some vague idea of what they might have to deal with when they get there.

Following Tracks: After a random encounter, if the players try to follow fleeing enemies or follow their trail to where defeated enemies came from, the tracks can lead them to a nearby site where the creatures have their lair. If no matching site is anywhere nearby on the GM’s map, a quick lair can be put together with a small cave or campsite plan and rolling up a lair encounter by the wilderness encounter rules.

By using all five of these methods to give players hints where they can find new sites they didn’t yet know about, it should be quite easy to make it all feel quite natural and a consequence of the players’ actions, rather than the GM deciding the party needs a new site to be send to. It’s not a big red glowing sign telling the players “the next prepared adventure is here”.