Since I brought this up in a conversation with @slyflourish, let's just spend a moment on this:
Random encounters are dumb.
/1
— Bill Cavalier (@dungeonbastard) July 6, 2017
So the purpose of random encounters is to introduce an element of realism to the game, right? “Anything could happen!”
Couple problems…First of all, most random encounter tables are boring as paste. "3 bugbears, armed with spears."
Oh your world has BUGBEARS!? Amazing!
/3— Bill Cavalier (@dungeonbastard) July 6, 2017
Second, most random encounters are not connected to the adventure plot in any meaningful way. But your players don’t know that.
/4There is nothing in the play experience which demarcates a random encounter.
So, players will either try to connect it to the plot…
/5— Bill Cavalier (@dungeonbastard) July 6, 2017
As I said in another thread, if you are running a super loose sandbox game, this could work for you.
…OR they will go, “well WTF was that all about?”
Or they will follow this random encounter as a NEW plotline.
/6But most people don't run those.
/7— Bill Cavalier (@dungeonbastard) July 6, 2017
So the bottom line on the “realism” angle is: it’s rarely interesting and it mostly muddies up the storyline with little or no payoff
/8Let's talk about the "tension" aspect. "The random nature builds drama and suspense!"No.
/9
— Bill Cavalier (@dungeonbastard) July 6, 2017
To have drama or suspense, the players need to fear for the safety of their
-health
-valuables/resources
-loved ones/sworn charges
/10Fear of the unknown is one of the weakest fears out there. It's overhyped. In RPGs, there is A LOT that is unknown. 'How's magic work??"
/11— Bill Cavalier (@dungeonbastard) July 6, 2017
Think about this: You are not afraid of the dark. You’re afraid of the very specific monsters/threats that the dark is hiding.
/12A random encounter roll is just darkness:
Play pauses
GM makes some roll
Most of the time nothing happens Players go *shrug* whatever
/13— Bill Cavalier (@dungeonbastard) July 6, 2017
Random encounters do not build tension, suspense, or drama because players have no idea what *specific threats* are on that table.
/14 If tell you "roll a d6" you'll go "uh,ok."
If I tell you "roll a d6 and on a 3 or higher you take 12d10 fire damage NOW there are STAKES
/15— Bill Cavalier (@dungeonbastard) July 6, 2017
Now, all this being said, you can create interesting and useful random EVENTS if you just put some technique & *purpose* behind them.
/18 Random events can:
-foreshadow a looming threat
-help illuminate a mystery
-provide a momentary change of tone
-introduce new allies
/19— Bill Cavalier (@dungeonbastard) July 6, 2017
In this case, the events have context. They are tied in specific and meaningful ways to the plot or to an engaging bit of world lore.
/20But these are, fundamentally, encounters with PURPOSE. You rolling randomly on a table just abdicates the responsibility of picking one.
/21— Bill Cavalier (@dungeonbastard) July 6, 2017
So, to wrap this up. I think traditional random encounters are an old wargaming holdover that easily could be dumped by the wayside.
/22*Good* random encounters have a purpose of design and intent which is not significantly different from a 'scripted' encounter.
/23— Bill Cavalier (@dungeonbastard) July 6, 2017
And obviously I think those multi-column “here are nine elements to create an interesting NPC/encounter” tables are a whole other topic
/24 Those things fall more into the realm of inspiration and improvisation than they are a part of traditional random encounters IMO.
/25— Bill Cavalier (@dungeonbastard) July 6, 2017
So YMMV. With effort, or in a certain sandbox-style game they may be essential tools. I think there are better uses of my prep time.
/26— Bill Cavalier (@dungeonbastard) July 6, 2017
Thread worth reading, agree with it 75%. Main disagreement – random encounters are good inspiration/curveballs for me as DM. https://t.co/uAzQyy5iDr
— Mike Mearls (@mikemearls) July 6, 2017
I agree with that – I just think there’s a far better tool for that than the traditional random encounter table. For me, it's the challenge of adding that random thing to the game, but I'm also heavily improv as a DM.
— Mike Mearls (@mikemearls) July 6, 2017
It’s the conflation of “random encounter” with “random probably-balanced combat” that makes it boring – esp. if there’s no risk managementYeah, fave random encounters – level 1 party crossed path with 3 hill giants; fun, tense as they tried to hide.
— Mike Mearls (@mikemearls) July 6, 2017
Random encounters could be thought of as weather tables. Is it going to rain today? = Are there goblins wandering in these hills?
— Random Wizard (@RandomWizard) July 7, 2017