tag:blogger.com,1999:blog-7817710432110712270.post850815436637627529..comments2024-03-28T15:32:19.036-04:00Comments on Dungeon Fantastic: Wandering Monsters in SpecificPeter Dhttp://www.blogger.com/profile/14246000382321978462noreply@blogger.comBlogger6125tag:blogger.com,1999:blog-7817710432110712270.post-17600903203276374382016-01-25T20:57:39.981-05:002016-01-25T20:57:39.981-05:00I have to look into WQ. I never played it!I have to look into WQ. I never played it!Peter Dhttps://www.blogger.com/profile/14246000382321978462noreply@blogger.comtag:blogger.com,1999:blog-7817710432110712270.post-76286950740529924452016-01-25T20:57:17.882-05:002016-01-25T20:57:17.882-05:00Yeah, it's win-win. It's realistic and mak...Yeah, it's win-win. It's realistic and makes the game feel more real. Plus it's fast and easy to do.Peter Dhttps://www.blogger.com/profile/14246000382321978462noreply@blogger.comtag:blogger.com,1999:blog-7817710432110712270.post-72582641688954958392016-01-25T20:56:02.130-05:002016-01-25T20:56:02.130-05:00Thanks. And yes, thematically-coherent tables are ...Thanks. And yes, thematically-coherent tables are the way to go. That's part of the reason some GMs write the random tables first, and derive the monster/encounter ecology from there.Peter Dhttps://www.blogger.com/profile/14246000382321978462noreply@blogger.comtag:blogger.com,1999:blog-7817710432110712270.post-64532292706456401552016-01-25T16:26:58.619-05:002016-01-25T16:26:58.619-05:00The split between "wandering damage, take it ...The split between "wandering damage, take it and move on" and actual encounters reminds me of the old Warhammer Quest game. To/From town, you got "take it and move on, if you lived" stuff. In the dungeon, it was about evenly split between actual encounters and take it stuff. <br /><br />Some of it was really off the wall too, but probably still raidable for a DF game. DF can handle most of the concepts of Quest just fine :)Chandleyhttps://www.blogger.com/profile/12491987790136469636noreply@blogger.comtag:blogger.com,1999:blog-7817710432110712270.post-34763729968280846002016-01-24T15:58:47.696-05:002016-01-24T15:58:47.696-05:00Also, encounters with annoying-ass bugs. As someon...Also, encounters with annoying-ass bugs. As someone who has spent altogether too much time wandering the woods, an encounter with mosquitoes, ticks, or sweat bees is about as realism-in-gaming as it gets.Anonymousnoreply@blogger.comtag:blogger.com,1999:blog-7817710432110712270.post-76298183492415799522016-01-24T15:54:50.825-05:002016-01-24T15:54:50.825-05:00I (obviously!) like the well-tailored table. The p...I (<a href="https://hellahexi.wordpress.com" rel="nofollow">obviously!</a>) like the well-tailored table. The part about wandering monsters that I and my players dislike is not the randomness, nor the in-game PITA nature ("We're trying to get <i>that</i> lethal violence, not <i>this</i> lethal violence!"), but just the jarring suspension-of-disbelief-destroying nature of what pops up. Why is that dude wandering by, ready to fight? Where does he live, and why's he ready to fight me here?<br /><br />I think the solution is the one you've hit: tables specifically coded for the specific environment. And you can dial in the level of specificity as tightly as your personal sense of verisimilitude requires: the table could be "the woods," or "the north reach of the Redneedle barrens," or even "the second-last watch of the third night camped off-road in the north reaches." And when you put in that sort of specificity, you get to put in those details that make it so that every roll makes sense, regardless of what pops up.<br /><br />Moreover, once you have such tables, if the PCs have gone sufficiently off the rails, the GM can pick rather than roll from a table, each entry having a prepackaged thematic hook the GM can run with.<br /><br />tl;dr: every adventure should come with a set of thematically-coherent tables.Anonymousnoreply@blogger.com