Context-Sensitive Encounter Tables


The goal of these encounter tables is to provide dynamic, context-dependent encounters with as little additional work as possible pushed onto the referee. I recommend using the methods explained here alongside Retired Adventurer’s encounter grid (see here and here), but for simplicity’s sake I won’t use the grid in the examples that follow.

Let’s start with a simple d6 encounter table.

Each entry has an equal chance of appearing, and there is no context-dependent element. Now let’s expand the table to 10 entries and include a potential modifier to the roll, +X.

Rolling a d6 as normal on this table, it will function identical to the first. But if we add a modifier – say, +1 – the crocodiles are no longer a possible threat and the sheepherder is. For this table, the modifier refers to elevation – as you ascend, your random encounters change to reflect the terrain. The inclusion of just one additional operation in the random encounter procedure causes the results to change fluidly with the context.

Now, I play many of my games on topographic maps where it’s trivial to see the party’s current elevation and elevation matters – most people don’t, nor would they want to. But there are many other potential applications of this method. Let’s look at a context-sensitive dungeon encounter table:

Such a table can be utilized in a variety of ways. X might equal the number of rooms the party has explored – as they delve further into the dungeon, the pressure ramps up as the encounters get more and more dangerous. X might equal the number of exploration turns since the party was detected – if they can stay undetected they’re relatively safe, but as soon as they’re seen the pressure will steadily and inexorably ramp up as the dungeon denizens mount a response. X might equal the number of times they’ve done something noisy – if they can avoid bashing doors and getting in fights they might be safe. X might be more freeform, with the referee increasing or decreasing it as they feel appropriate.

Let’s look at another overland encounter table, and let X equal the number of major crimes the party is known to have committed.

As the party’s infamy spreads, they’ll begin to run into more trouble on their journeys.

There’s one more layer of complexity we can add – rather than a straight d6 roll, let’s use multiple dice. Say, 2d4. We’ll use another overland, elevation dependent table to illustrate.

When using multiple dice, the results in the middle of the possible range are more likely and the results at the ends of the range are less likely. The most common result at +0 will gradually fade away until it disappears as the modifier rises, creating a much smoother transition between possibilities. Villagefolk might be a common occurrence lower down, but as you ascend the mountain you’ll seem them less and less.

There are a lot of possibilities not covered by this post – and I’m curious if similar mechanics have appeared elsewhere. Let me know what you think!

2 thoughts on “Context-Sensitive Encounter Tables

  1. I’ve been reading Stoneheart Valley recently. There is a 1d6 table with modifiers for being more than one mile off the main merchant road, in the forest, in the foothills, at night (cumulative). There is another with a modifier for being in a specific hex.


  2. I’ve been doing something similar: arrange random tables in ascending order of “weirdness”. I have several tables of seasonal pagan rituals, written for a d30. Results 1-10 are fictional but not out of the realm of believability, 11-20 become increasingly surreal, and 21-30 are pretty disturbing, the kind of thing that you’d expect from the Wicker Man cult.
    It allows tou to choose to roll a d10, d20 or d30 depending on your desired level of oddity. One could also roll a d10 for a particular “segment” of the table if they wanted only weird results for example.
    I prefer this to the examples given because criminal actions should not make encountering Mule Deer less likely unless their criminal activities are poaching Mule Deer. One could just as easily begin by rolling a d6, then shifting up the “dice chain” once per major crime committed. Basic encounter = d6, 1 crime = d8, 2 crimes = d10, etc. This would solve the vanishing Mule Deer problem, unless of course the PCs are bad enough dudes that Mule Deer are scared of their reputation.
    Tables are available for perusal on my blog Blood, Death, Satan & Metal


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