Search the Community
Showing results for tags 'random encounters'.
-
Imagine this: You're walking down the road when, suddenly, bandits spring out of the bushes! They say "We're going to kill you and take your stuff!" They refuse any further conversation than this. They automatically know where you are so there's no avoiding the encounter with stealth. Invisible walls form a sphere around you so there's no escape until all the bandits are dead. You fight to the death, collect the loot and XP from the bandits, then the game otherwise continues as if that encounter had never happened. My opinion is that this has absolutely no place in a roleplaying game
- 56 replies
-
- 4
-
-
- pacing
- contextualization
-
(and 3 more)
Tagged with:
-
OK, I worked on this quite a bit, and I'm a bit nervous to throw it out there, but here goes. *note, I will be using some DnD terms, but naturally these would be different ingame. Premise: Of all the RPG games I’ve played, many have failed to deliver on the exploration elements in the wilderness, relying on set-pieces and tedious random encounters. Going into the wilderness, if at all possible, consisted of ticking off certain boxes “quest complete” and moving on to the next area. This leads to the wild areas to be empty of meaningful content pretty quickly, except for said random enc