Monday, January 31, 2011

Wandering Monsters

I was just thinking about the philosophy of Wandering Monsters.  It's interesting that indoors and outdoors they serve opposite purposes in some ways.   In a dungeon, the wandering monster check exists as a balance against players wasting in-game time.  If not for wandering monster checks, then the players could just enter each room, and  say "we're staying here checking everything until all secret doors are found, all treasure discovered and until we bust open every chest."  With wandering monsters, players have to balance the risk of the monsters showing up with the possible rewards of taking a long time to search.  Wandering Monster checks also give some purpose to picking locks, knock spells etc, ways of opening doors and chests without bashing them with large hammers, since the bashing raises a racket and a monster check.

With Old School versions of D&D (basic, original, AD&D1), most experience points come from treasure, and monster experience is less important (especially at low levels).  Wandering Monsters in dungeons are usually lacking in treasure.  Therefore, wandering monsters are a drain on resources without any real reward and so are something that the players should be eager to avoid.  There existence forces the players to make choices about actions, and balance consequences, and I think that is a key to a good game session.

Using the game trappings of "turns" and a standard check roll and pre-made table, makes the monsters easier to take than if the DM were just to throw a "grudge monster" when he thought the players were wasting time.  I find the general scheme of a "objective" structure to be the best tool for running a game where the players don't feel like tools.

In wilderness travel, wandering monsters serve a different purpose.   They often have treasure with them and so can be actively sought by the players.   What they really exist to do is to slow down the real-world time spent in overland travel.   The existence of the wandering monster check makes overland travel a serious choice to be made.  It makes the world more vivid.   If the players take advantage of them, the wilderness wandering monster checks can be complete adventures in and of themselves.

Games like Savage Worlds and D&D4e, combats are longer to run and more involved to set up and to run out.  The real time length of running the encounters is a bit too much to justify the encounters.  I noticed in the Slipstream campaign that while we were supposed to run random encounters for space travel, and I tried to do it in the sessions I ran, it was an overwhelming time suck.  I ended up giving the crew a special high-speed engine just to cut down the number of encounter checks.   So, in many ways the uses of the wandering monster depends on quick and easy encounter resolution.

7 comments:

  1. >>Wandering Monster checks also give some purpose to picking locks, knock spells etc, ways of opening doors and chests without bashing them with large hammers, since the bashing raises a racket and a monster check.

    I'm not trying to be critical, but Kevin had a good point. If there are monsters just wandering around a dungeon, why don't they come and reinforce their buddies when "adventurers" attack? Why don't they sound the alarm? If they aren't friends, why haven't they attacked one another?

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  2. I assume that they do attack one another. You've seen evidence of that in every dungeon so far. The orcs in the mirror rooms were all cut up (by the wandering elves)in this week's dungeon--hell all the orcs really were wandering monsters in conception, since they didn't lair there. In the pagan temple, the Smooth Mother Truckers has killed a bunch of centipedes already. In the monastery cellar, the remains of various creatures were lying around in the body-preparation rooms.

    I would say that 2/3 of the wandering monsters on the tables are "varmints" or fellow explorers from outside (such as bandits, thieves, dwarves). So, they aren't likely to be coming to aid the creatures that lair in the dungeon.

    All that being said, I suppose you guys are right, and I should make a wandering monster check the moment every battle starts. You asked for it, you got it.

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  3. Not every group of wandering monsters is friends with every other group of wandering monsters. This'll put an interesting spin on where the squishy wizard types stand in fights.

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  4. Oh! It all makes sense now. I suppose I didn't understand why the dead orcs were just lying around. Obviously the elves just left them since that type of work is beneath them -- and the gnomes were all partying!

    I don't know if you want "varmints" or "outside explorers" just showing up randomly whenever someone makes a noise. Then all we would have to do is walk into a dungeon, make some big noise, and then run. The critters and other dudes would do our dirty work for us.

    I would think that the random monsters should be the inhabitants from other rooms. Wouldn't the elves have checked on us stealing that big stack of coins, setting their ass-badgers on fire, or taking away their pet tree's food source?

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  5. Considering the way we've dealt with adventurerer's we run across in dungeons. Perhaps WE are the wandering monster! Muaaahahaha!

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  6. If you guys had found a certain secret door, you would have discovered that the elves and gnomes didn't actually live in the Hall of Black Mirrors, there's a portal to the Spirit World there and they sometimes cross back and forth. The Cave is simply their way of entering our world.

    The wandering monsters would only be attracted by a noise 1 time in 6, and the vermints or explorers attracted would just as likely come from behind and cut off your escape route, they wouldn't automatically fight the laired inhabitants.

    Of course if the dungeon were an organized lair, like the Steading of the Hill Giant Chief, then the wandering monsters are patrols or the inhabitants of other rooms responding to the invasion, but I'm talking about the ruined dungeons here, where a number of unrelated monsters stake out small sections of the dungeon to lair in, and animals and explorers are looking for ancient treasure. This is the sort of dungeon the DMG charts and tables are meant to create, and are what I have always thought of as "normal" D&D.

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  7. I got it now. I Was under the impression that the dungeon was some sort of installation--probably because of the gnomes bringing giant frogs and the crazy mirror sequence thing.

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