2013-11-26 Wilderness Encounters

Ian Borchardt recently wrote a lengthy comment in reply to Andy Standfield’s Google+ post about determining CR/EL for monsters. He allowed me to repost it and all he asked for was me mentioning “that it was a G+ comment and therefore not a literary masterpiece – more a stream of thought.” Slightly edited.

Ian Borchardt

Google+ post

When creating a wilderness encounter table for a sandbox game don’t bother with the details. Work out the likelihood of an encounter with creatures that feels right to you and use common sense in the application of the results. Encounters shouldn’t be in “balance” with the party.
Remember that in a sandbox game, an encounter does not actually mean that the characters have an immediate direct combat encounter with the creature. For example, a party of 1st level characters are travelling through the wilderness and you roll up an ancient blue dragon. Instant party death. right?
No. Have them encounter the dragon on the wing, hunting food. The party won’t have enough meat, magic or gold to be worth the dragon’s bother so it will probably keep on the wing. Meanwhile the characters have definitely encountered a blue dragon and can relish the magnificence of the fantasy encounter (or more likely the terror as they huddle under a tree hoping the dragon hasn’t seen them [”Ha!”] and won’t eat them).
But what’s the benefit of this encounter that wasn’t, you may ask? I’m glad you did! The party now know that there might be a lair of ancient blue dragon somewhere in the vicinity (and by that I mean easy flight range) if you are in the wilderness. They might remember this for later, once they are powerful enough to feel they have a good chance of adding dragon slayer to their resume. But in the meantime the presence of the dragon is going to colour the region through which they are travelling. For example any herds in settlements are going to be small to avoid being a tempting target. Towns might even have an arrangement with the dragon were suitable “princesses” are offered up for sacrifice – and they might actually prefer visitors to one of their own daughters. The dragon might even need a set of human hands and be looking for a set of adventurers to do a task for them. Whilst a threat works everyone knows adventurers are mercenaries and will do anything (even kill) for filthy coin.
Ed Simbalist (one of the authors of *Chivalry & Sorcery*) wrote an excellent essay back in the day (1978): *Monsters are people too* which really is recommended reading [C&S Companion – hard to get though now]. Monsters aren’t there as adventurer bait, but usually doing their own thing. Role-playing should be important for the monsters as well. For example, the party is at camp roasting a deer they shot earlier in the day, when they “encounter” a goblin patrol. Certainly this could devolve into a fight but what if the reaction roll is friendly? Perhaps the goblin patrol is actually lost and their leader doesn’t want to admit it (but pretty soon his troops, tired and hungry, are going to revolt). And that roasting leg of deer smells sooooo good. Perhaps they can bluff a tax for travelling through “their” lands. Except the people around the fire seem to be rather hard-bitten warriors rather than peasants and are not likely to be particularly surprised or overawed by a mosquito-bitten goblin troop? You now have a role-playing opportunity – never underestimate the benefit of intelligence (in the scouting rather than goblin’s lack of sense) and making friends. Even with goblins.
That’s all up to how you apply the encounters you generate. But there is still the important part of the players reaction to encounters. And that is to use reason. The sandbox game, unlike the heroic story-path game, isn’t there in the world for them. It’s a living breathing world without them, and the encounter table should realise that. At times they are going to encounter stuff that is too tough for them to beat, in which case running away is an important alternative that often seems to be forgotten by a lot of modern players that think the world must be all about them.
Special small regional encounter tables are a good thing too, although they often develop in play – for example one region I kept on rolling dwarves, which lead to the fact that there was a big mining boom going on here, so the regional chart got created with a lot of dwarvish and mining aspects. Including an encounter of gold nuggets in a creek bed. As our different encounter tables for civilised, frontier, and wilderness areas. And don’t forget all the non-monster encounters. For example, encountering an army off to war leads to “you have been recruited” or even “your horses have been recruited – here’s a chit for them (accompanied by the soldiers laughter as they lead your food and horses away)”. And affect the surrounding game. Good sets of encounter tables drive a sandbox game by presenting stuff. Also a good idea is to have a set of unique encounters on file cards. This could be stuff like villages, big monsters in lairs, and the like. When a “unique” encounter is rolled, shuffle and pull a card. That encounter is now there. Replace and top up these file cards occasionally, and remember to keep track of where the used ones were used.

Good stuff.

My own take on wilderness encounters can be found in my Swiss Referee Style Manual.

Swiss Referee Style Manual

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