Showing posts with label tables. Show all posts
Showing posts with label tables. Show all posts

09 April 2023

Special Nested Encounter Tables

 In the Westmarch sandbox I’m building, each hex will have a unique, very short encounter table. There will be four listings for monsters, plus a Faction, plus a Special. That makes for a 1d6 table. 




A Message For You, Rudy


I think the Specials should be hex features: some landmarks, some wondrous locales, and some towns and villages. That means there have to be different charts for more-civilized and less-civilized regions. 


I already use three levels of civilization for my domain rules so I’ll use the same ones here: civilized, borderlands and wilderlands. So I will have three subtables for the Special result, SC, SB and SW or S1, S2 and S3 (haven’t decided yet.) The correct subtable will be indicated on the appropriate main table. 


Nested Special tables 


Table SC Civilized

1 town

2 village

3 village 

4 landmark

(Cities are always placed)


Table SB Borderlands

1 village

2 village

3 landmark

4 landmark

5 wandering merchant

6 wonder


Table SW Wilderlands

1 homestead

2 fort (landmark)

3 demihuman village 

4 wonder

5 wonder

6 landmark 


In any individual hex, there is a maximum of one wonder to discover. Once that hex’s wonder is discovered, that listing becomes a landmark instead. 


05 February 2023

d66 Goblins

I don't know, what are you supposed to say about this? Goblins should all be hilarious, but they all end up blending together most of the time. 

Hey, there's an idea. Goblins with blenders. Writing this down...

What happens if you meet goblins in some non-combat situation? Maybe there's a goblin lawyer or a goblin hurdy-gurdy man. What's his name? What's he like? It's usually not important, but sometimes it is. 

Here are d66 goblin names and d66 goblin traits. If you have the same dice set as I do, you can even throw 2d66 and read both at the same time.


Here are links to the PDF and .doc file. 


29 November 2022

Random Encounter Tables

We are taught as beginning Referees to construct random encounter tables on a bell curve. After all, mundane encounters (with men and common humanoids) will be much more common than ones with great and dangerous beasts.

This makes logical sense, but it doesn’t make for much fun. Why always the normal stuff? Why wouldn’t you want to throw cool monsters at the players? Bandits? They can see bandits every day. Give them the cockatrice or wyvern or displacer beast or a weird old illusionist.

Random encounters are rare enough: we only check for them once every so often. When one comes up, it should have the “wow” factor that will have players retelling their encounter for years. Therefore rather than bell-curve encounter tables, we will construct straight tables.

For each terrain type or biome, write down as many kinds of odd men and monsters that you like that might dwell there. Try to think up 10-12 entries. Then arrange these men and monsters into a list by ascending threat level. We call this a progressive encounter table.

At the outskirts of the biome, just roll 1d6 to see what comes up. But as you get deeper into it, it should get more dangerous, like going deeper into a dungeon. At deeper dungeon levels, things are more dangerous. In order to simulate this ramp up in danger, add some integer to your 1d6 roll. 1d6+1, 1d6+2, 1d6+10, whatever. Call this integer your hazard level. Since you arranged your denizens in ascending-threat order, your adjusted rolls will produce more dangerous encounters without the players feeling like it’s forced.

For small hexes, like a 1-mile hex, choose a single hazard value for the whole hex. But if you’re doing a six-mile hex, it’s okay to eyeball the territory and adjust the hazard value on the fly. A forest hex near farmland and a swamp would likely have an increasing hazard gradient as the party goes from dry land into the bayou.

Monster, Activity, Complication

Random tables are good to use because they can bring the world to life. But if each time the players meet monsters, they’re always doing the same things, then the world’s verisimilitude breaks down. Why is the monster there? Is he always just waiting to be killed? Of course not! Therefore, consider constructing three-column tables.

The first column will be the monsters, as usual.

The second column will be six activities the monsters might be doing when the party encounters them. Hiding, patrolling, foraging, partying, healing a sick friend, looking to trade, on the prowl. Who knows? Just pick six obvious activities.

The third will be a complication the monster will have. Write down six things that might inconvenience a monster. Maybe it has a baby. Maybe it’s sick. Maybe it needs help with another monster. Maybe it’s being preyed upon right now by an even bigger monster!

By rolling on all three of these columns, you will have a monster, a purpose, and a complication – a ready-made interesting and vibrant encounter.

It will also give the players some information on how to shape the encounter to their advantage, and players love “fooling” the Ref. So let them  

Here’s my chart for the Barren Steppe biome:

If I roll a 4, 1, and 4, then I have Dervishes, skulking about, but they need something the party might have – and they want to trade for it. Much more interesting than just some random holy men.

Try straight, progressive, three-roll tables in your next game.