You don't want your encounters, especially random encounters, to be susceptible to is-this-a-combat-or-do-we-ignore-it thinking.
Plenty has already been written about giving encounters extra contextual details (where are the creatures, what are they doing, what are they hiding, etc).
But it's also important to give the encountered characters the appearance of agency by varying their reactions. The orcs don't always attack on sight. The halflings don't always ask you to join them in a meal.
So how do they feel about you?
Different games go to different lengths with this.
🟩🟩✅ Varied reactions: The rules randomly modify how aggressively a particular set of encountered creatures react, in some way. Most games do this.
🟩✅✅ Default reactions: The rules specify a creature's or group's default reaction (friendly, suspicious, wary, indifferent, curious, issues challenges, hostile, fearful, neutral...), and modify this with a dice roll.
✅✅✅ Motivated reactions: The rules provide plausible reasons for encountered creatures deviating from the default reaction (in case the GM struggles to tie it all together).
That last approach, motivated reactions, is a very useful tool but few games do it. So here are some appropriate options you can roll or pick.
1d10 possible reasons the encounter is unusually friendly:
- unusual individual/leader
- need a favour
- recently sated
- intimidated and trying not to show it
- hiding a secret
- smell food on the party
- recent festival, harvest, windfall, or celebration
- hoping to steal / other deceit
- feeling secure after recent victory
- party is a reminder of old friend(s)
1d10 possible reasons the encounter is unusually hostile:
- on high alert after recent attack
- mistaken identity
- resource-starved and desperate
- rabid or maddened
- hiding a secret
- already in bad mood
- subject to tyrannical orders
- party inadvertently breaking taboo/custom
- fear of reprisals from a greater threat
- bandits, soldiers, hated nemeses sighted in area
![]() |
| "The minotaur is trying not to disturb a spider's web by moving, and settles for glaring at you balefully." |
It's infamously difficult to get across motivations, secrets, and motivations at the table, so signal the reasons as clearly as you can to the players. Your encounters will have more verisimilitude, be more engaging, and be easier to improvise.

No comments:
Post a Comment