About month ago I made a Bluesky thread (follow me) some people found useful, and I wanted to share it here. This isn't me cannibalizing my thoughts across platforms. This is an adaptation.
A lot of people conceptualize random encounters as the party encountering the monsters, but they make more sense the other way: the monsters encounter the party. Encounter activity tables/"what are these monsters doing" lists can be helpful tools in certain situations, but they represent a way of viewing random encounters that works against how wandering monsters function best in the game.
Arnold K's seminal "WTF are these goblins doing?" table is the clearest and probably most popular example of what I'm getting at.
This table works well for a number of reasons.
- It conveys a large amount of information about goblins and their lifestyle, habits, and behavior in a condensed form. Even without making explicit use of the table, it gives a GM a strong enough impression of what goblins are like that they can easily make them come to life at the table.
- It allows repeat encounters to be distinct from one another.
- It gives goblins depth. If you run into a goblin in the middle of something it makes them seem like a living creature instead of a knife tied to a bag of hit points.
Nowadays its even common to bake activities in to the encounter table itself. "2d6 goblins playing kiss the blowfish" is more exciting than "2d6 goblins." And you get two of the three benefits above without having to rely on a whole other table.
But, despite these benefits, monster activities such as these have a number of downsides.
First, they imply the monsters are stationary and not wandering.
Monsters hang out in a hallways, sure, but stationary activities are generally the purview of room encounters—what you key when you're prepping a dungeon. Random encounters can happen anywhere, even when the players themselves are stationary. Think about what happens if a random encounter is rolled while the PCs are in an empty room. The monsters are the ones on the move, so they're not going to be engaged in activities like "playing knucklebones" or "repairing a trap." This is why, traditionally, random encounters are rolled on a "wandering monsters" table.
Additionally, such encounter activities imply the PCs are walking in on a group of monsters in the middle of something.
While surprise is a possibility, it's not guaranteed for every encounter. Some games even deny the possibility that monsters can be surprised by a party carrying blazing torches through the inky darkness of the underworld.
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| Above is from OSE, below is OD&D Vol. 3: THE UNDERWORLD & WILDERNESS ADVENTURES |
Since in most circumstances monsters are aware of the party's presence, it's reasonable to assume they'd have stopped what their doing by the time the party sees them.
Most important, encounter activities don't tell you WHY monsters are interested in the PCs. If encountered monsters are preoccupied with something else, careful players have little reason to engage with them, and it's harder to contrive a reason for why monsters should care.
When that happens, encounters run the risk of becoming just the DM describing monsters engaged in an activity and then the players going "ok cool, let's move on."
Saying "just ignore nonsensical results!" doesn't work here. If a tool assumes we will be regularly ignoring what the dice tell us to do (at the table, specifically; I contend prep is different), we could be using a better tool.
Are these kinds of encounter activities always bad? Absolutely not. But there's something else we can use to add color to random encounters.
Wandering monsters already have an activity baked in (wandering, of course), but we can add more dimension by determining their MOTIVE. The expanded reaction table that's been floating around for a while is a good example of what I mean. A monster's needs inform the encounter.
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| Please tell me if you know who made this |
Determining wandering monsters' motive doesn't just tell you why they're wandering, it—crucially—tells you what they want from the PCs, and how they'll go about getting it. That's a lot of bang for your buck!
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| Ditto above |
When designing encounters, think about activities that can answer these two questions:
1. Why are these monsters wandering?
2. What would these monsters want with the PCs?
These questions don't need to be elaborate answers. You don't have to be particularly clever or creative when coming up with monster motives. In fact, simpler answers may be better because the players catch on faster.
"Looking for food," "guarding territory," "hunting for treasure" are all suitable motives. Acclaimed Canadian Levi Kornelsen points out: "In human complexes where work is done, a *huge* amount of the time, what wandering humans are doing in the halls is moving things around. Food, waste, furniture (it me!), bodies, materials, messages. Any hive of activity is constantly shuffling stuff around."
Not only do motives give immediate explanation for what monsters are doing and why, they tell you what kinds of decisions they would make when encountering the party.


















