Making it Happen – Or Not?
First things first, this post is NOT a knock on other play styles. Play how you like and how your table likes, what I do at my table is what works for us, and I will be talking about that, but I don’t want to give the impression that people who don’t play this way are “doing it wrong”, because they are not, they are “doing it differently”, and that’s just fine.
OK, so today on Twitter one of my favorite posters, @Blackmoor_Film, posted about an encounter he planned (with Baba Yaga's Hut) but the players did not engage with. It
was set as a possible random encounter, and it did not come up. He asked if
anyone else did this, e.g., design elaborate encounters that don’t get used because
they are attached to random encounter rolls. The responses varied, some said yes,
some said no, but a few of the responses interested me.
It was suggested that random encounters “break the flow” of
the game, and that you should ensure that your players have the encounter if you
have taken the time to work it up.
I don’t do this, and I thought it would be interesting to
share why.
It is not because I’m a “slave to the dice”, I decide when
the dice are to be rolled, and choose to accept the results. I also use
weighted tables when I roll, so I have some input (or the game designers have
some input) into the results.
Instead, I want to suggest something different, that using random
encounters and sticking to the results makes the game world more immersive and
impactful.
If I had a dime for every time someone suggested that the
players “don’t know” when you make an encounter happen I would be retired by
now. People focus on the individual event in question (e.g., the party’s potential
encounter with Baba Yaga’s Hut) and argue that the players could not possibly
know that you “made” that encounter happen. And indeed, you may not know when
it happens that it was planned and not random.
But D&D is a marathon, not a sprint, in an extended campaign
your players will eventually notice things, notice that PCs “just barely make
it” almost every session, notice that the party always seems to be at the right
place at the right time for important encounters to happen, notice that there always
seems to be at least one person in the party that has the
skill/ability/item/spell needed to achieve a goal, notice that party members
always seem to be running into important people from their past, etc., etc.
Why does this matter?
Well, technically it doesn’t matter unless your players care.
And I know for a fact that many players do not care, they will happily go along
with whatever the DM has planned, knowing that they are being subtly and
sometimes overtly steered towards a particular encounter/event, and knowing
that the DM will ensure that they win in the end, even if it’s a challenging
process to get there.
I’m not suggesting that they should change.
What I am suggesting is that playing the game differently
has its rewards.
In games where the players know that the DM is tweaking things
behind the curtain, they are really playing the DM’s game, participants in the
DM’s story, not their own. You can see it by the language being used, “random
encounters break the flow of the game.” What flow is that? The players can’t
know the proper “flow” of the game as they don’t know all the details and the
game world. Only the DM knows this, so it must be a “flow” in the DM’s mind
that is enforced at the table.
It constantly boggles my mind the trust and power that
people give to their DMs in this model. They trust the DM to fudge and fiddle
with the game to ensure the results that the DM thinks are appropriate. The potential
for abuse here is off the scale, something that I am surprised I don’t see people
complaining about.
If you buy into this sort of gaming style, you are ultimately
pawns in the story the DM is telling. This can be fun, exciting and rewarding
for some players, some people LIKE to be the characters in a story someone else
is telling, as they know it will “work out in the end” and hit all of the dramatic
“story beats” that make a session exciting.
Letting the dice decide does something else entirely, it
gives you the feeling of participating in a process that is, in a fundamental and
fascinating way, outside of the control of BOTH the players and the DM. That
creates a different kind of excitement. It heightens your anticipation and
dread as you know that the DM can’t save you. It makes things unexpected, there
is nothing quite like watching EVERYONE at the table be surprised by a dice roll
result. It heightens your sense of accomplishment, as you know that things are
not “given” to you, you have to EARN them. It increases your sense of agency as
you know that your decisions have impacts that will not be mitigated or
dismissed by the DM to “serve the story”.
It makes the game world feel real.
And that’s why you don’t mess with the random encounter
rolls.
Now, an anecdote.
A few months ago my Friday game group went to sea to find an
island where an important artifact was rumored to be hidden. The trip there was
5 days at sea. In our game we roll for random encounter when travelling, four
per day, morning (1 in 12 odds), afternoon (1 in 10 odds), evening (1 in 8
odds) and night (1 in 6 odds). On the trip there they had three random
encounters (pirates, sharks and perytons), and they found the artifact on the
island after several days of exploration.
Then they headed back to the city, another 5 day journey. As
it happens, they rolled NO encounters for the trip back. The first day’s
encounter rolls were normal, when nothing came up on day 2 they started to
snicker and whisper, when day 3 came up empty they started to shift in their
seats and hiss, when day 4 came up empty they were looking at each other,
jumping up and down and hitting the table, when the day 5 rolls happened they
LOST THE PLOT and started to SCREAM.
Massive excitement.
All because we use random rolls and stick to the results
they produce. They KNEW the odds of them making it 5 days without an encounter
were long, and they KNEW that I wasn’t going to make it happen (or not happen)
for them. That’s what made it exciting. When you know a process is beyond your
control, and beyond the DM’s control, then it takes on a life of it’s own. It makes
the game world into a living, breathing thing.
It's not a game style for everyone, some DM’s HATE this
approach as THEY can’t control what happens, it means that sometimes they will “waste”
encounters that don’t occur, and sometimes they will have to come up with
things on the fly, which can be difficult. The very fact that many DMs see encounters
that don’t happen as “wasted” tells you volumes. Nothing is wasted in D&D,
if you don’t use it today you can use it tomorrow. It’s only wasted because the
DM WANTED it to happen as part of the story they wanted to tell.
I think that being a “story focused” DM who insists on ensuring
that encounters happen no matter what often appeals to people who like to have
control over everything, as in life, so too in the game.
But the rewards of letting the dice decide is that the game
world is BEYOND THE CONTROL of everyone at the table, the players can control
the actions of their PCs, and the DM makes the game world respond, but in the
end BOTH are unable to determine what the dice will do.
That’s where the excitement lies.
The thing that made the 5 days without an encounter so exciting
is that normally, the dice would produce an encounter in that time, you can’t
get that expectation if you force results. It may seem to be no big deal, but
in the end tinkering with the results messes with the independence of the
system and makes the game feel controlled and curated, not immersive and real.
Different playstyles, different experiences, choose yours wisely.
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