Designing Random Encounter Tables

Random encounter tables often get a bad rap - and undeservedly so, in my opinion. I talked to a friend about it, and he said he didn't like it when the GM used random encounter tables, because he felt that he could end up encountering 2d6 goblins, 1d6 wolves, a T-rex, or Pippi Longstocking - all while inside a dungeon. And yes, I would agree that such a table is randomly designed, which isn't a good idea. A random table should be thoughtfully designed to give you a random result which still makes sense in the context of the game world.

I use a few ideas when I design my random encounter tables, both for group and solo play; these are not rocket science, and most of them probably didn't originate with me (I honestly don't remember), but here's what I do to make random encounter tables give you good results.

Make the table make sense in its context

Here's a few ideas on how you can do that.

Make it possible for PCs to affect the random encounter tables

Consider allowing the party to affect the contents of the tables with their actions.

Use a danger level modifier

A danger level modifier is a number from 0 and up - if you're using the D12 Tension System, you can use the Tension value - to affect the result of the roll. That is, there should be more results on the table than the range of the dice in question allows, since you will be adding the danger level modifier to the roll.

You can add up various factors to get your danger level modifier:

Here's an example of such a table from my Uldorion campaign:

1d6+ mod Encounter
1 Merchant caravan
2 Guard patrol
3 1d4 Elks
4 1d4 Giant wolf spider
5 2d4 Goblins
6 1d6 Wolves
7 2d6 Bandits, 1 Bandit capt.
8 2d4 Blink dogs
9 2d6 Goblins, 1 Hobgoblin
10 2d6 Orcs
11 Troll
12+ Ghost

Things to note about this table:

Should the party take the shortcut through the forest despite its inherent danger, or opt for the relative safety of going around?

Not all encounters have to result in combat

Use complementary Doing / Complication tables

Rolling a 2d10 (one for Doing, one for Complication) on the following table can give you a sense of what is going on with the monsters the party is encountering.

D10 Doing Complication
1 Fleeing Equipment
2 Hiding Injury
3 Resting Infighting
4 Eating Stuck
5 Building Starving
6 Moving Being hunted
7 Scavenging (No complication)
8 Pursuing (No complication)
9 Ambushing (No complication)
10 Fighting (No complication)

Use your imagination to figure out what these mean. 2d6 goblins who are "resting" with an "equipment" complication? That probably means that they have stopped ("resting") to fix broken equipment. A damaged cart wheel, perhaps?

Consider pre-rolling encounters

If you're running a group game, and you know the party will travel through a forest at night during the next session - perhaps using the D12 Point-based Hexcrawl System - then you can pre-roll some nighttime forest encounters along with their Doing / Complications, as part of your session prep. That way you don't have to spend time doing so at the table.

Conclusion

Random encounter tables, when designed well, will add life and danger to the world. With random encounters, and rules for when to roll on them, the world becomes more risky. Do we dare to go deeper in the dungeon? Sure, we're not completely tapped yet, but what if we run into more of those pesky goblins (read: a random encounter) on the way out?

This creates tension, because there are stakes involved. This gives the party a chance to make meaningful choices, with real, mechanical effects. Should we really travel at night, even if we're in a hurry? Don't you remember that rumor we heard about the manticore which stalks these lands at night? And should we really take that shortcut through the forest instead of going around, through the less dangerous grasslands?

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