I’m personally a fan of the “2d6, encounter on doubles (11 … 66)” method you mention. A couple of simple schemes for writing those tables became known to me via McDowall:
- create your table as 1-3 common variations (eg dominant faction), 4-5 uncommon variations (eg subordinate faction), and 6 rare (eg apex predator of location).
- pick 4 themes (ABCD) and use pair wise combinations to ‘spark’ the six entries eg AB, AC, AD, BC, BD, CD.
Lastly, I also like making a total 7 on the 2d6 (1 in 6 chance) mean something too: if you don’t mind randomised durations this can be torches/spells go out, or better clue/spoor (of BOTH the individual dice eg old battle site), or even rival adventuring party.
I otherwise don’t love the ‘full’ overloaded encounter die, but find this set of elements pleasing.
I like all my tables simple and spelled out clearly. Sometimes in a pinch I don’t want to think. Also I love your ideas about timing. Makes perfect sense. I like to drop stuff on my players too if they take too long or argue loudly in a situation where they should be semi quiet…
I’m personally a fan of the “2d6, encounter on doubles (11 … 66)” method you mention. A couple of simple schemes for writing those tables became known to me via McDowall:
- create your table as 1-3 common variations (eg dominant faction), 4-5 uncommon variations (eg subordinate faction), and 6 rare (eg apex predator of location).
- pick 4 themes (ABCD) and use pair wise combinations to ‘spark’ the six entries eg AB, AC, AD, BC, BD, CD.
Lastly, I also like making a total 7 on the 2d6 (1 in 6 chance) mean something too: if you don’t mind randomised durations this can be torches/spells go out, or better clue/spoor (of BOTH the individual dice eg old battle site), or even rival adventuring party.
I otherwise don’t love the ‘full’ overloaded encounter die, but find this set of elements pleasing.
Some really nice ideas here!
I like all my tables simple and spelled out clearly. Sometimes in a pinch I don’t want to think. Also I love your ideas about timing. Makes perfect sense. I like to drop stuff on my players too if they take too long or argue loudly in a situation where they should be semi quiet…
Thanks, something to think about. I appreciate your thoughts on this.