What’s The Story, Muthur?

To the point, tabletop gaming

Encounter Timer, TTRPG James Taylor Encounter Timer, TTRPG James Taylor

I've been using Encounter Timer for a few months, I have thoughts

A few months back I made an Android app called 'Encounter Timer'. It was the first app I've ever made and I mainly built it for myself and a couple of GM mates, however I turned out so happy with it that I decided to make it available to my subscribers for free.

Now, Domain of Many Things had only been going a few weeks when I first released the app, so readership was very low, and I think we’re long overdue an article revisiting Encounter Timer.

By JimmiWazEre

Opinionated Tabletop Gaming Chap

 

A few months back I made an Android app called 'Encounter Timer'. It was the first app I've ever made and I was so chuffed with it that I decided to make it available to my subscribers for free.

You're welcome mum!

Since then, I've been using it in play at every opportunity in sessions of Mothership, GOZR, and D&D. So much that the Metal Gear Solid style "!" alert sound the app plays has become something of a meme in my games now.

Now, Domain of Many Things was very much still a baby blog when I first released the app. Readership was very low, so I think we’re long overdue an article revisiting Encounter Timer.

You can read all the details, including operational instructions here. However, if you just want the basic gist: It’s a countdown timer that starts at a random number within a range (default: 5–15 minutes). Once it hits zero, that’s your cue to roll on your encounter table.
No more remembering dungeon turns. Just tap, forget, and play.

 

Encounter Timer Demonstration

 

What I like About It

The Core functionality just works

The whole reason Encounter Timer exists is because I suck at remembering dungeon turns. Years of 5e's free-flowing narrative left me untrained in structured time tracking outside of combat.

So, having a simple countdown that automates this? Absolutely perfect.

Helpful usability features

In the real world, as a GM, you're going to want to adjust the timer in response to events at the table.

Encounter Timer has you covered there too, as you’re able to easily reduce the remaining timer by a chunk simply by tapping the countdown after the PCs have done something to draw attention to themselves.

It’s a nifty bit of useful functionality even if I say so myself.

 

 
 
 
 

 

There’s also a “High Danger” toggle which halves the countdown, letting you quickly increase encounter frequency for tense environments.

What I think it's missing

More Encounter Details, Faster

As cool as it is, unfortunately it remains a bit of a badger to have to manually do reaction, specific monster, and distance rolls. Encounter Timer could easily streamline the process further by making these further random rolls for you. The only thing I want to leave out of hardcoding into the app is the specific thing you’re encountering, so perhaps in that case Encounter Timer could use return a d6 value for me to quickly cross check against my own prewritten table.

Support for Systems with Motion Tracker style Mechanics (AlienRPG)

I also quite like the idea of using this timer in games of AlienRpg, however, in that system the PCs often have a motion tracker, which tells them the distance and direction of any threat at whatever point in the game that they decide to use it.

Motion Tracker Alien Isolation

By rules as written, the GM is supposed to be moving their NPCs around the area on a map hidden from the PCs, so the idea of a motion tracker can easily be resolved by the GM consulting their hidden map and relaying the results back to the PCs.

But how would this work with no hidden map, relying instead upon Encounter Timer driven NPCs?

Well, here’s a fact for you: The exact, specific location of the NPCs, whilst it is not known to the PC’s, is totally unimportant. If we can accept that, then it removes the need to be running NPCs around on a hidden map for a start. But it does underline the problem we have with motion trackers, because I hate GM Conflict of Interest, and I don’t want the responsibility to have to decide the details of every encounter using GM fiat.

So, what if, when the encounter timer is running, it also presents the following information to the GM: The direction of the current location of the encounter, and the abstract distance of the location of the current encounter. For example, we might have the following information on screen prior to the alert sounding:

67 seconds (counting down - existing Encounter Timer functionality)

North West (randomly determined, stays static)

Near (Near, Medium, Far - This should update dynamically as the clock runs down past certain milestones)

As GM, what we should infer from this is that the encounter will trigger in just over a minute, the cause of the encounter is currently NW of the PCs position, and right now, it’s in the next area in that direction.

So assuming they’d whipped out their motion tracker and had all that information fed back to them - what would the players want to do with that?

Avoid the Encounter by going in the opposite direction

If they go in a different direction then we could delay the encounter - In terms of app functionality this means we need to be able to add time to it rather than simply remove it.

Avoid the encounter by hiding

If the PCs chose to hide, as GM we can cancel the timer and skip forward in time to the point where the encounter is in the same room as them and then make our checks to see if they’re discovered or not. If not, the encounter moves on and we can reset the timer to start counting down again.

Prepare an Ambush

Similar to hiding above - except the result of failing to detect the presence of the PCs will result in the PCs getting the drop on the NPC.

Cunning Shenanigans, like venting the airlock in the room to the NW

Assuming the PCs are able to do this prior to the encounter timer ticking down far enough to change the abstract distance, then I’d simply cancel the timer and the encounter has been resolved.

Conclusion

After months of real-world use, I’m still thrilled with Encounter Timer. It works exactly as intended, and I’ve got ideas to push it even further, especially for sci-fi TTRPGs.

Have I missed anything? Got an idea you’d love to see added? Drop it in the comments.

Hey, thanks for reading - you’re good people. If you’ve enjoyed this, it’d be great if you could share it on your socials, and maybe think about subscribing to the Mailer of Many Things! Either way, catch you later.

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TTRPG, Advice James Taylor TTRPG, Advice James Taylor

Random Encounters, Not Random Chaos: A GM’s Guide

Rather than worrying about random encounters not fitting into your Lizards-Ate-My-Toast approved, predefined story beats, consider instead the current zeitgeist, a mood, a vibe specific to what is going on this session.

Word up my peeps.

I finally broke the other day, I couldn’t take it anymore. I was sharing my (shameless plug) fantastic free Encounter Timer app online and I’d just heard the same myth being spewed out too many times by people that have misunderstood, been misinformed and consequently have mentally closed the door.

“I don’t use random encounters in my games, I like all my encounters to be woven into my story, and I don’t want to cause a TPK just because the BBEG turns up unexpectantly and wipes the party”

Clearly strained man, rubs his temples suggesting he has a bad headache

There are probably legitimate reasons for not wanting to use random encounters (“I am cripplingly terrified of improvisation” for example), but this one sucks, and I hear versions of it all the time online, and frankly it is toxic, because other people will read it and then a good chunk of them accept and internalise it and then they go on to miss out too.

Perhaps this goes without saying, but Random Encounters are chuffing awesome. They make your world feel proactive and alive instead of this stale place that only seems to respond to the players presence, we create a convincing illusion of greater activity without burning ourselves out prepping to the Nth degree. Random encounters drive action and interesting situations. Use random encounters, but use them properly, and don’t use them exclusively - there’s nothing wrong with some set pieces.

Anyway, where was I? Oh yea, So this objection is like an onion, there’s so many layers to unpack here, wish me luck.

D&D is not a story, it’s a game

The first part to address is the easy one: “I like all my encounters to be woven into my story…“.

GM’s, there’s no delicate way for me to say this: It’s not ‘your story’.

Two things, firstly there is no “story” until after the fact. The story is what happened, not what will happen. If you find yourself controlling what will happen to the extent that the idea of a random encounter ruins your day, then you have too tight a grip on your game. In fact, I’d hesitate to even call it a game at this point - it’s more like you’re asking your ‘players’ to act through your screen play. You need to chill my dudes, embrace a little bit of improvisation and give the players, and even the dice some agency, they will thank you for it (not the dice though, they’re gits).

Point two: If this after-the-fact story belongs to anyone at all, then it belongs to everyone at the table, not just the GM. The GM’s role is not to pre-write a story to control how the adventure pans out (this is video game mentality), the GM’s role is to present interesting conflicts so that the players can resolve them, and then the GM reacts to those resolutions with fair consequences.

Rince & repeat, this is the core gameplay loop of TTRPGs, and it is what makes them unique and special.

Honestly - understanding and accepting this is the key to solving like 50% of all your GMing woes: be a bit more loosey goosey and roll with the flow, baby.

How to use Random Encounters

Rather than worrying about random encounters not fitting into your Lizards-Ate-My-Toast approved, predefined story beats, consider instead the current zeitgeist, a mood, a vibe specific to what is going on this session. If the players are currently investigating ‘The Crypt of the lich king, Misinformedarex’, then it absolutely wouldn’t make sense if an Aboleth rocked up and bust down the door to interrupt a long rest.

So, what do we do about this?

Simple: the Obi Wan Kenobi’s of the GMing world curate their random encounters. We don’t just pick a literal random creature from the Monster Manual, or an online generator - No! In our prep for the session, we spend 5 minutes building a d6 table of encounters that makes sense, so now nothing throws us a curve ball and we’re calm like prescient Jedi Masters.

To Darth “I don’t want to cause a TPK just because the BBEG turns up unexpectantly“, I say, if you don’t want this to happen, don’t put your BBEG in your random encounter table! Rocket science, it ain’t!

Trust your Players to Play

My dear reader, I know I just said don’t put your BBEG in your random tables buuuuuut I have a curve ball for you. A Wrigley worm of a caveat that I’m just dying to wave tantalisingly in front of your snouts. Go on, nibble it.

You shouldn’t be afraid to put something cataclysmic in your random table. Why not?

Mines of Moria. You know what the coolest thing about the Mines of Moria was? It was when the Fellowship are all making a successful run for it and they’re almost home free, and then Peter Jackson rolled a 2 on his Random Encounter check, followed by a 6, and he whipped out a mother trucking Balrog. The players knew that they were no match, so they chose to retreat, but Gandalf rolled high on his insight, and knew they wouldn’t make it without him buying them some time…

Snippet from the movie Forgetting Sarah Marshall hwere the main character does a Gandalf impression

He was all like “YOU SHALL NOT PASS!“, and the Balrog was all like “ROROAAAGAHGHAGHH”, one minor quake spell, followed by a bitch whip slap and we just had the best moment of the movie so far, son.

How cool was that?! Think how much weaker that chapter would have been if the Fellowship just escaped because Peter Jackson kept fudging hundreds of his To Hit rolls on those Goblin archers, just to ensure the sanctity of his precious story?

Not all Random Encounters are combats

Wait there’s more! (Holy cow, it’s a second curve ball!!) You should use Reaction Tables hand in hand with your random encounters (but only when it’s not patently obvious what the reaction should be):

d6 | Reaction

1 | I hate your face and will rip it off and wear it as a loincloth

2 | I am grumpy as chuff and have a short fuse

3 | Halt! Who goes there?!

4 | Ahoy!

5 | Oh sure, I can help you with that

6 | You have my sword! (And my Axe!)

The deal here is that the higher the dice roll, the friendlier the disposition on the thing you’ve encountered.

This way, all of a sudden not every encounter is a fight. Mixes it up, keeps players on their toes. If your curated encounter table tells you it’s a Banshee, but also you get a middling 3 on your reaction table, that’s where you have some quick thinking to do.

Maybe the Banshee is sad, inquisitive players might notice this and assuming they are cool with her, she opens up to them and tells them that she wants to be released from undeath to be with her lover, and the only way to do it is [insert clue about the dungeon boss here]. Wait - Holy smokes, did we just enrich the “Story” with a random encounter??!

Encounter Clues!

A triple curve ball! This post is like a whirlwind! Brace yourself, here it comes:

Not every encounter needs to be: “Bam! Thing, in your face, go!”

A random Pokemon encounter on Gameboy color - a wild Mew appears!


Good people of Earth, behold! I have a third table for you which modifies the encounter again, let’s call it a Perception Table:

d6 | Perception

1 | Shhh, they’re sleeping

2 | I can hear them talking in the next area

3 | I can hear them approaching, unaware of us

4 | Bam! Thing in your face, Go!

5 | They know we’re here and by the thunder of their feet, they’re coming!

6 | Ahhhck, where did they come from!


What’s the point of this? It gives the players options, they could hide, they could set up an ambush, they could reroute a different way, they could set a trap… I’m sure the list goes on.

The point is, it adds layers of interesting conflicts for your players to resolve - and remember, that is literally the game.

Conclusion

Random encounters are a powerful tool to create interesting conflicts, not something to be feared. Let go of your controlling grip, embrace improvisation. Oh, also, go back to my other post and checkout my Encounter Timer app!

If you still don’t believe me, that’s OK. I hope at least I made you smile. If I didn’t even manage that, then please accept my humblest apologies and maybe I’ve not lost you forever :)

Hey, thanks for reading - you’re good people. If you’ve enjoyed reading this, it’d be great if you could share it on your socials, and maybe think about subscribing to the Mailer of Many Things! Either way, catch you later.

 
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