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Title: B/X Random Encounters: Telegraph Them or Surprise Them?
Duration: 00:12:42
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This one came straight from a viewer
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follow-up. The question was essentially
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in BX, should I telegraph random
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encounters or is that the point of
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random encounters? No warning. Just deal
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with it. And that's a fair question
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because depending on how you run them,
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random encounters can either feel like a
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living dungeon applying pressure or a
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cheap jump scare. like a Freddy Krueger
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movie that punishes you for playing the
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game. So, let's get practical.
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We're going to cover what telegraphing
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really is, when you should do it, when
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you shouldn't, and how to do it without
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defanging the danger. But before we even
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go there, we should understand what
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random encounters are in BX.
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See, random encounters aren't there to
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Ed combat opportunities for the PCs.
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They exist to enforce the dungeon's core
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rules. Time matters, noise matters,
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light matters, resources matter, and
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indision
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cost you. They're the pressure system
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that keeps the game from becoming we
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search every 10 foot square
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forever.
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So, the real question isn't should I
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telegraph random encounters. It's do you
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want them to feel like a readable hazard
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or like I don't know arbitrary lightning
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strikes because in old school play
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readable hazards
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usually create better play.
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All right. So, what do we mean by
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telegraphing? And I have a video on
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this. I'll link it in the show notes.
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But
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telegraphing does not mean announcing.
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It's not like, "Hey, hey, there's an
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encounter about to happen." No, we're
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not doing that crap. Telegraphing means
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the world gives signals.
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Signals like this place is active.
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Things live here, things patrol here,
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hunt here, and
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the party is burning time.
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And time pushes back. It makes the
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dungeon feel like a place,
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not a die roll.
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So, do you always have to telegraph?
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No.
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Sometimes the correct BX answer is quite
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simply no warning. And that's especially
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true when the party is basically, you
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guessed it, asking for it. They're
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making a ton of noise,
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banging open doors, arguing, hammering,
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smashing.
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They're loitering. We search again. We
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check again. We spend 10 more minutes.
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They're in an area that screens patrols
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and traffic. Goblin wars, orc layers,
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cult levels, you know the deal.
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and you're reestablishing the truth that
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the dungeon moves on without them. If
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the players already know they're pushing
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their luck, you don't need to put a
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ribbon on it and tie a nice little bow.
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So
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that means the question becomes when
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should you telegraph?
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you telegraph when surprise would feel
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like gotcha DMing instead of
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consequences.
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So
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when they hit a new level or a new zone
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and they don't know the rhythm yet,
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they're playing smart, right? They're
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listening, they're scouting, they're
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managing time and noise, and they
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deserve information.
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The the encounter is something that can
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spiral fast. alarm raising patrols,
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predators, faction squads,
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and you're using random encounters as
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real world texture, patrol patterns,
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rival factions, movement, not just
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attrition.
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Telegraphing here doesn't remove danger,
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it [clears throat] makes the danger
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legible.
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That's a key word and a key thought
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because this gives the players a chance
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to make meaningful calls.
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Now, there are three levels of
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telegraphing you can use in BX. You got
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soft cues like the atmosphere, quick
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signals that the place is alive, faint
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bootsteps, a distant metal clink,
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torch glow from around a bend, a sudden
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silence where it used to be tripping or
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skittering.
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Not encounter incoming, more like you're
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not alone.
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And then there's concrete clues. This is
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actual information and this can be the
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sweet spot. Telegraphing as a clue, not
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as a warning.
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Fresh scuffs in the dust. A door jar
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that was shut.
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Spilled tallow near a sconce.
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Halfeaten rations. Two voices in the
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distance arguing in different languages.
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See, now players can choose. And choice
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is always the key. They can hide, they
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can retreat, they can ambush, they can
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parlay, they can move fast, they can
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change their route, and then you have
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contact at range. Spot first, fight
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later. This encounter doesn't start nose
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tonose.
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It starts at sight and sound distance.
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Silhouettes at the edge of torch light.
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Voices around a corner. Movement in the
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dark before it closes. Now that's old
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school tension. You see trouble and time
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to do something stupid or something
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smart.
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Now telegraphing should reward smart
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play.
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Okay? It's a payoff for good procedures.
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And that's the real OSR play, right? If
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your party is listening outdoors, moving
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carefully, controlling light, keeping
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quiet,
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perhaps even using a scout,
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then the dungeon should feed them better
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information. It's not immunity.
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It's not no encounters.
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Information
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and positioning.
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Now, that turns random encounters from
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attacks
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into
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I guess situations.
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So, here's a simple table procedure that
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shouldn't shouldn't slow down your play.
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It's clean without a bunch of extra
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steps.
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Roll for wandering encounters/monsters
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normally. Keep it behind the screen. The
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row itself is not the signal.
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If an encounter happens, decide how it
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arrives.
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Pick one of these.
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Approaching they can hear see it coming.
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Crossing both sides nearly collide.
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Already here. Let's at the corner turn
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or immediate contact.
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Use already here more when the party is
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loud or careless.
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Give one signal before initiative even
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matters.
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One sentence, then shut up and let the
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players act. Here's some examples. You
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hear heavy footsteps and a low mutter
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ahead. Torch light flickers around the
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bend. Someone is coming. Your torch
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catches movement. Shapes freeze at the
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edge of the corridor. And then step
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four, roll surprise after they commit.
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If they rush in, sure, surprise rules
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matter. If they pull back, dow lights,
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hide, spike a door, set an ambush,
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now you've got play.
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So, telegraphing doesn't make encounters
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toothless. And this is often the fear.
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If I telegraph it, players will always
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avoid it. And that's good.
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I know a lot of you going, "What?"
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That's not a bug. That's the game
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working because the cost is still real.
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Time passes. Torches still burn.
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Wandering monsters still roam. Spells
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are still limited.
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Durations are still counting down.
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Retreat still risks getting turned
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around. Decisions still carry
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consequences.
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Avoiding a fight is not a bad thing.
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Telegraphing just shifts the tension
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from the the DM hitting you like Freddy
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Krueger coming from your closet to
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player decisions under pressure. And
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that's BX at its best. So use dungeon
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logic to telegraph the type of
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encounter.
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This is the extra spice. Don't just
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telegraph danger. Telegraph what kind?
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So like patrols, repeated boot scruffs,
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burnt torch stubs and sconces, call and
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response sounds, routine noises at
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intervals,
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predators,
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bones, droppings, fur, scratch marks,
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drag trails,
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the sudden absence of small vermin
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sounds. These are dungeons, right? Giant
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rats galore.
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undead or other weird creatures. Maybe a
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temperature drop, stale air,
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old incense traces
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whispering that stops when you stop.
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You're not putting up a danger sign.
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You're giving them readable reality.
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So, is this necessary? No.
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You can run random encounters with zero
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telegraphing in BX and BX will still
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function.
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But [clears throat]
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there's always a butt, right? But if you
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want fewer pointless combats, more
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ambushes, more retreats, more bribes,
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more parlaying, a dungeon that feels
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alive, players making decisions based on
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actual cues, telegraphing is worth it.
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So rule of thumb, if the party is
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reckless or loud, encounters can hit
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hard and fast. If the party is careful
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and deliberate, the dungeon gives signs
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before it bites. Not mercy, simply
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rewarding skill-based play. So to the
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viewer who asked the followup, you're
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not softening BX by telegraphing random
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encounters. You're making the dungeon
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readable
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and that's what let that's what lets
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players play smart instead of just
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getting blindsided.
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Now if you want I can also add a short
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appendix section. These are some more
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one pagers. I'm working on them. So if
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you've been waiting on others for BX
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they're in a process. It will be a free
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release free download. A telegraph menu.
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So, 20 quick cues you can drop instantly
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to help you get used to this. And a
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simple guideline for when you use
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approaching versus crossing versus
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immediate contact based on noise and
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time spent.
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Folks, if you like this channel, please
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subscribe, consider telling your
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friends, and as always,
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thank you very much and God bless.
