In this post I want to share the “Random Encounters and Vistas” house rules that we use in my ongoing D&D campaign. This set of rules has crossed game editions from OD&D (using the Rules Cyclopedia) through 2nd Edition AD&D and into today’s 5th Edition D&D incarnation of this campaign. Before you say it, yes, I know, every D&D blog under the Sun has their own random encounter rules. While some groups out there find the very concept of random encounters completely anathema to their style of play, there are still dozens of approaches to the rules for groups that find them useful. That’s one of my favorite parts about this grand new digital age for my most beloved hobby: there’s any number of ways to do any one thing in your games, something for everyone and then some. So here are mine.
Lately we’ve been playing a lot of exploration-heavy games in our main group. Be it exploring a newly-discovered southern continent in our Forthalome campaign (which I swear I will get back to some day), or traveling cross-country back in the northernmost reaches of the homeland in our Northwarde campaign, the process of The Journey has become a core focus in many of our sessions. The flow we use is in many ways similar to the “Hex Crawl” approach to gaming, albeit with a few personal twists and less of a main stage focus. For us, we always have a starting point and a destination in mind, and everything in between is largely undefined. Random encounters mixed with direct requests for improvisational player input help us flesh out all of that intervening space while also making it an active play event at the table. Continue reading