Stealth and Wandering Monsters

Posted: 30 August 2012 in Toolbox
Tags: ,

A short little post while I chew on bigger problems.
Unofficial Games has a post up about using a stealth system to help determine the occurrence of Wandering Monster events.  It’s a neat idea and something that I already do in a loose way: ie, if the PCs do something noisy I have the world around them react, and in certain environments that reaction can be guards showing up to see what’s going on.  Zzarchov seems to imply that there’s a more-formal system he’s using that tracks “suspicion” points, and he doesn’t go into details of how the system works (except generally that noisy things generate suspicion and at some point that suspicion becomes an encounter).  It’s not clear if there’s a threshold, or if it works like old Mage: The Ascension Paradox in that the GM can choose to slowly “burn off” suspicion in smaller encounters or let it build up into something Big and Bad.

I think it would be interesting (and it’s again something I implement informally) to use a similar system to track whether the PCs become aware of wandering monsters, whether it’s a sneaking goblin raiding party or a lumbering ogre looking for a meal.  Not sure exactly how you could translate that to this “suspicion points” system — either you’re telling players “he’s gained enough points, you’re suspicious that there’s something just a couple passages away,” or you’re dropping hints each time the creature gains points and waiting for the players to decide they’re suspicious enough to check it out (“an innocuous sound?  The GM said it, it must be important!”).

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Comments
  1. casewerk says:

    In principle, the idea has soem promise. I’d need particulars before I could say more than that tho.

    • Jack says:

      Yeah, I’m kind of in the same boat. But I do like the idea of (1) wandering monsters not being “random encounters” and (2) player activities making such encounters more or less likely. Having a mechanism that does that could be attractive.

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