DangerousPuhson
My my my, we just loooove to hear ourselves don't we?
I hate random encounters as the means for pressuring the players with a time limit, for a number of reasons. I believe their efficacy as a motivator is overblown by armchair DMs, who are privy to the bird's-eye-view of the adventure and can only speculate what the party is thinking.
Instead, I'm more keen to pressure the party based on an event-based timeline (also ensuring that the party is made aware of said timeline in one way or another). The benefits of an events-based approach over wandering monsters as time pressure are numerous:
1) Ties in to the greater campaign (i.e. they have to do something before a properly-telegraphed campaign event occurs), which works the narrative of the adventure rather than working the "flavor" of the adventure.
2) Presents a bigger threat. Wandering monsters are unknown, representing only a nebulous threat - could be easy, could be hard. Events are known, and can be so grand in scale that the party knows the stakes are higher or that they cannot survive it, and so must move quicker.
3) Not constrained to dungeons or travel. The time pressure persists so long as the event persists, regardless of where the players are and whether or not they are chancing random encounters.
4) Since the threat of an event will take place regardless of character choices, you can prepare it ahead of time (which is entirely against the spirit of random encounters) and really flesh it out.
5) Can't be "juked" the way that a party can choose to avoid random encounters (by hiding, or securing a room, or leaving, or whatever).
6) Is actually a reason. Wandering monsters are not a real reason to keep moving - they represent a persistent "danger" in the area, which the party is already expecting and dealing with.
Don't get me wrong, wandering monsters are fine as a tool, and should be in every good dungeon - but they are not a good time constraint, and not a good motivator (especially in combat-for-XP systems). So for that, I use events, such as:
- Stopping a wedding/execution/coronation/ritual
- Clearing out a place before an army swoops in to lock it all down
- Racing a band of rival adventurers to the good loot
- A changing of the guard leaves the place briefly vulnerable
- Catching a rare/brief window of opportunity to access, like the dungeon door only opening during an eclipse
- The dungeon location is about to made public, inviting mass plunder by anybody
- Shifting planes/planar alignments means certain things only line up at certain times
- One super scary, nigh-unkillable threat persistently stalks the place
- A wasting affliction (either on them or an NPC) for which the characters have little time to seek a cure
- A magical item/artifact about to lose its powers forever unless recharged in a specific way
- The dungeon is about to be obliterated by an active volcano or asteroid etc.
How do you guys feel about random encounters as time pressure? Do you have any events that have worked as substitute in your own games?
Instead, I'm more keen to pressure the party based on an event-based timeline (also ensuring that the party is made aware of said timeline in one way or another). The benefits of an events-based approach over wandering monsters as time pressure are numerous:
1) Ties in to the greater campaign (i.e. they have to do something before a properly-telegraphed campaign event occurs), which works the narrative of the adventure rather than working the "flavor" of the adventure.
2) Presents a bigger threat. Wandering monsters are unknown, representing only a nebulous threat - could be easy, could be hard. Events are known, and can be so grand in scale that the party knows the stakes are higher or that they cannot survive it, and so must move quicker.
3) Not constrained to dungeons or travel. The time pressure persists so long as the event persists, regardless of where the players are and whether or not they are chancing random encounters.
4) Since the threat of an event will take place regardless of character choices, you can prepare it ahead of time (which is entirely against the spirit of random encounters) and really flesh it out.
5) Can't be "juked" the way that a party can choose to avoid random encounters (by hiding, or securing a room, or leaving, or whatever).
6) Is actually a reason. Wandering monsters are not a real reason to keep moving - they represent a persistent "danger" in the area, which the party is already expecting and dealing with.
Don't get me wrong, wandering monsters are fine as a tool, and should be in every good dungeon - but they are not a good time constraint, and not a good motivator (especially in combat-for-XP systems). So for that, I use events, such as:
- Stopping a wedding/execution/coronation/ritual
- Clearing out a place before an army swoops in to lock it all down
- Racing a band of rival adventurers to the good loot
- A changing of the guard leaves the place briefly vulnerable
- Catching a rare/brief window of opportunity to access, like the dungeon door only opening during an eclipse
- The dungeon location is about to made public, inviting mass plunder by anybody
- Shifting planes/planar alignments means certain things only line up at certain times
- One super scary, nigh-unkillable threat persistently stalks the place
- A wasting affliction (either on them or an NPC) for which the characters have little time to seek a cure
- A magical item/artifact about to lose its powers forever unless recharged in a specific way
- The dungeon is about to be obliterated by an active volcano or asteroid etc.
How do you guys feel about random encounters as time pressure? Do you have any events that have worked as substitute in your own games?