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When you think of the typical ‘random encounter’, most DMs think of some off-the-top-of-your-head, grabbing the nearest Monster Manual and flipping through pages till something catches your eye, completely improvised encounter. Personally, I don’t like having to resort to using random encounters. But, if you do use random encounters in your campaign, they don’t have to be something that you just pulled out of your arse. Random does not necessarily equal unprepared. As a DM, it’s always a good idea to have a few good ideas in your back pocket.

Get it down, ASAP!

I have a habit of making lists and one such compilation is of distinctive encounter ideas. If I think of a cool or interesting monster, trap and/or terrain combo or just a unique situation, I’ll quickly jot it down while it’s still fresh in my mind. I use a MS Word document for convenience, spell check and constant re-editing. This list is saved on a flash drive so I canupdate it at work, as well as home. But even when a computer is nowhere in sight, I usually have a pen and notepad nearby to scribble on. (I gotta remember to ask for a Blackberry for Father’s Day! ;) )

When your muse strikes, you have to be ready. If you’re like me, you will re-play the new scenario over and over in your head a few times (usually quite a few), trying out different details. Once you’ve settled on an idea, it’s important to ‘get it down on paper’ quickly, before specific ideas and concepts evaporate back into the ether.  I can’t tell you how many good ideas I’ve had that slipped away because I couldn’t stop and write them down at the time. So very frustrating!

What makes the list?

Each encounter idea is specific only in the flavor of the situation and/or scene. All it contains is the basic elements that create that sense of ‘cool’ that sparked the inspiration to write it down in the first place. Everything else remains variable, the number and level of the monsters, the amount and type of difficult terrain, environmental conditions and so forth. The specifics all depend on the level of play, make-up of the group or whatever other considerations you need to take into account.

The trick is keeping each encounter concept somewhat vague. This allows you to be flexible, so you have the freedom to slip the idea into nearly anywhere along the plotline. You leave the details open until you are ready to use it. Then, when you’re in the thick of the game and ready to drop in your encounter idea, that is when you throw together the appropriate numbers and let the fun commence.

At least, this is an option in D&D 4E and like systems that are easily adjustable. If throwing together the appropriate stats is a little too complicated to do last minute, you can still use your notes in the pre-game planning stage. Either way, keeping this list of ideas handy can be an invaluable resource when you’re in the mood to throw a little something special at your players.

Good gaming to ya,

Rook

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