DiaD - Quick, varied and interesting Random Encounters


Each hour of in-game time the GM rolls one of each die type (i.e. d4, d6, d8, d10, d12) to determine what, if anything, happens.  

  • d4 - Faction
  • d6 - Encounter Type
  • d8 - Strength
  • d10 - Placement
  • d12 - Weather

With practice the dice can be rolled together and interpreted pretty quickly. Generally lower number are worse for the party.

Some initiative is of course required of the GM to interpret the inputs. Ignore any combinations that don't make sense or are irrelevant, and don't hesitate to replace any results with an outcome that makes more sense, or is more interesting - especially if this is an occurrence that has been foreshadowed, encountered already earlier and not fully dealt with, or driven by some other on-going process or threat (perhaps tracked by Apocalypse World Threat Clocks or a similar mechanic). 


The d6 roll for Encounter Type is most important, and in some cases (i.e. Evidence, Trace or Nothing) does not require further interpretation of the other die sizes (except the d12 for weather).

d6

Encounter Type    

1

Encounter    

2

Lair / Camp / Stopped     

3

Tracks - including direction    

4

Evidence / Spoor - with investigation might reveal a track    

5

Trace    

6

Trace / Nothing    

I'm not sure from where I have stolen this type of table, possibly  here: https://retiredadventurer.blogspot.com/2013/05/a-procedure-for-wandering-monsters.html


Next is the d4 for the Faction Type:

d4

Faction    

1

Discovery or Danger*    

2

Gnolls    

3

Goblins    

4

Blink Ponies    

Obviously these are example factions, replace with what makes sense for this area of your game world.

*“Discovery or Danger” is used here to refer to physical objects or areas rather than creatures. Perilous Wilds by Jason Lutes has excellent generation tables for exactly this, and is a highly recommended complement to these rules. https://www.drivethrurpg.com/product/407161/The-Perilous-Wilds--Revised-Edition?filters=44819_0_0_0_0


d8 for Encounter Strength (or Challenge Rating, if you must).

d8

Strength  

1

Stronger, but appears weaker / OR 300%+ Stronger            

2

Stronger (200-300% party strength)    

3

Slightly stronger (150% party strength)    

4

Evenly matched   

5

Slightly weaker (80% party strength)    

6

Weaker (50% of party strength)

7

Very weak, but competent

8

Desperately weak

Just in case any OSR grognards are fearing that this might be encroaching on (gasp!) balancing the encounter (grrr!), have no fear... The percentage strength ratings should refer to the ideal starting strength of a typical adventuring party. Do not adjust the encounter strength if the party are weakened due to earlier fights, travel fatigue, lack of gear or weapons etc.

How to create the specific size and characteristics of the encountered group is not within the scope of this post. However, generally the total number of hitpoints of each side (Grit + Meat for the PCs) is a good rough guide to the total strength of that side, assuming they are well equipped. Scale up if they are not properly equipped or have existing injuries or some other handicap.


Roll a d10 for the starting Placement of the encountered group.

d10

Placement    

1

Ambushed!    

2

Spied upon    

3

Mutual sighting; close by; they are approaching            

4

Mutual sighting; close by; neutral     

5

Mutual sighting; close by; they are avoiding    

6

Mutual sighting; far distance; they are approaching         

7

Mutual sighting; far distance; neutral 

8

Mutual sighting; far distance; they are avoiding    

9

You spot them, unnoticed, close by.

10

You spot them, unnoticed, far distance.

The one missing part of being able to run the encounter is the motivation or aim of the encountered group. This will determine whether the specific encountered group will approach or attack if they notice the PC party, and how Each Faction (the d4 roll) should have a general motivation or approach

e.g. "Gnolls - stooped hyena-men slightly larger than humans; nomadic hunters with a rudimentary language and brutal pack-like society, basic tool and weapon use. Want: to hunt or scavenge meat to feed their growing families."

The general motivation for the Faction can then be modified by the strength of the group encountered. 

e.g. 

...a 200-300% strong Gnoll group might be an entire pack moving to a new area - they would be looking to drive off any potentially dangerous enemies, but might not be willing to pursuse too far off their intended course.

...a 150% strong, Evenly Matched or Slightly Weaker (80%) Gnoll group is likely a hunting party looking for meat or a warband with a specific objective to remove a nearby annoyance.

... a Weaker (50%) group might be a few juveniles learning to hunt, or a defeated hunting party trying to return home.

...a Desperately weak Gnoll group might be a single injured or sick individual or young pup.

Although in general the GM should be forthright in describing the world around the PCs and not hiding information, (s)he is under no obligation to state the encountered group's strength unless this would be evident to the party. Perhaps the large group is actually hiding injuries and lack of weapons; perhaps there are more of the group hiding nearby, perhaps they have prepared the area with traps or defences, perhaps the group have hidden resources or powers (Gnoll shaman?). 

The intention of course is that savvy adventurers will avoid fighting any group that they do not significantly overpower. Most creatures and monsters will attempt to flee if it becomes apparent they are not likely to achieve their aim. There are of course (dangerous) exceptions in creatures that have little or no fear and will fight to the death.


Finally a d12 for Weather adds flavour to travelling through the landscape, and might sometimes have an in-game effect, such as rain preventing campfires and wind making fire smoke more or less noticeable and trackable. Travelling in particularly bad weather without suitable clothes is more arduous.

d12

Grim Weather

Changeable

Pleasant Weather

1

Thunder storm [extreme]

...Move to Grim

...Move to Changeable

2

Hailstorm [-2 wet, -2 cold]

...Move to Grim

...Move to Changeable

3

Torrential rain [-2 wet, -2 cold]

...Move to Grim

A light shower [-1 wet]

4

Torrential rain [-2 wet, -2 cold]

Cutting drizzle [-1 wet, -1 cold]

Light gusty winds

5

Blustery rain [-1 wet, -1 cold]

A light shower [-1 wet]

Steady breeze

6

Blustery rain [-1 wet, -1 cold]

A light shower [-1 wet]

Steady breeze

7

Cutting drizzle [-1 wet, -1 cold]

Gusty winds, darkening clouds

Nice

8

Cutting drizzle [-1 wet, -1 cold]

Light winds, darkening clouds

Nice

9

Cutting drizzle [-1 wet, -1 cold]

Light winds, clouds pass

Nice

10

A light shower [-1 wet]

...Move to Pleasant

Nice

11

...Move to Changeable

...Move to Pleasant

Nice

12

...Move to Changeable

...Move to Pleasant

Nice


Well-travelled Roads

The rules above are more suitable for wilderness travel. When moving along a well-travelled road between two civilized places (towns, villages etc.) the d4 and d6 rolls should be substituted:

d4 for the (Faction Type) becomes Traveller Type:

d4

Road Traveller Type

1

Roll again: 1- Villain; 2 Noble; 3-4 Trader.       

2

Peasant  

3

Peasant  

4

Peasant   


The d6 roll for Encounter Type becomes a simple 50% chance of encountering someone.

d6

Road Encounter     

1

Encounter    

2

Encounter     

3

Encounter     

4

Nothing     

5

Nothing    

6

Nothing    



Comments

Popular posts from this blog

DiaD - Realistic, interesting Travel Rules for RPGs

One Page Dungeon Contest 2020: The Hexwastes!

d20 reasons why adventurers won't get a long rest