Follow TV Tropes

Following

History Main / RandomEncounters

Go To

OR

Is there an issue? Send a MessageReason:
changed music to the ones used in the neck breakingly popular Final Fantasy


''(For the proper experience, run the music from [[https://youtube.com/watch?v=NLZwxD8kwc8 this video]] while reading this page.)''

to:

''(For the proper experience, run the music from [[https://youtube.com/watch?v=NLZwxD8kwc8 [[https://www.youtube.com/watch?v=aCIfTzsHnkc this video]] while reading this page.)''



''You finished the page! You gain JustForFun/FortyTwo ExperiencePoints, [[MoneySpider $]][[Manga/DragonBall 9001]] [[Franchise/FinalFantasy gil]], and a [[RandomDrop Unicorn]] [[VideoGame/GoldenSun Ring]].'' [-[Insert {{Fanfare}} [[http://www.youtube.com/watch?v=NFch6XO5I_c here]]!]-]

to:

''You finished the page! You gain JustForFun/FortyTwo ExperiencePoints, [[MoneySpider $]][[Manga/DragonBall 9001]] [[Franchise/FinalFantasy gil]], and a [[RandomDrop Unicorn]] [[VideoGame/GoldenSun Ring]].'' [-[Insert {{Fanfare}} [[http://www.[[https://www.youtube.com/watch?v=NFch6XO5I_c com/watch?v=ZMovw9o9YCk here]]!]-]

Changed: 381

Removed: 625

Is there an issue? Send a MessageReason:
Undertale is not synonymous with deconstruction.


They were invented for {{tabletop RPG}}s and are reasonably common there. The original rationale was that as characters crossed a world map with each square representing half a day's march, they could reasonably expect to meet a pack of wild animals or band of highwaymen every few days or so (the practical reason was to get players TravellingAtTheSpeedOfPlot without obsessively checking behind literally every rock, shrub, and [[AlwaysCheckBehindTheChair chair]] that they might encounter on the way). But in some games it seems you can't walk ten feet down a narrow dungeon hallway without getting ambushed by a somewhat illogical combat encounter with nine mummy wizards.

to:

They were invented for {{tabletop RPG}}s and are reasonably common there. The original rationale was that as characters crossed a world map with each square representing half a day's march, they could reasonably expect to meet a pack of wild animals or band of highwaymen every few days or so (the practical reason was to get players TravellingAtTheSpeedOfPlot without obsessively [[AlwaysCheckBehindTheChair checking behind literally every rock, shrub, shrub and [[AlwaysCheckBehindTheChair chair]] that they might encounter on the way). But in some games it seems you can't walk ten feet down a narrow dungeon hallway without getting ambushed by a somewhat illogical combat encounter with nine mummy wizards.



* ''VideoGame/{{Undertale}}'' [[GenreDeconstruction deconstructs the idea]] by making the encounters in any area finite. As such, it's possible to kill every monster before moving on. Doing things puts you on the game's "No Mercy" path, wherein the remaining monsters are terrified of you. Alternatively, you can [[SheatheYourSword spare the monsters]] and befriend them. By doing so you don't get EXP [[note]][[KarmaMeter Execution Point]][[/note]], but you may get gold dropped by monsters.



** ''VideoGame/{{Fallout 3}}'' has a variation of this - there are multiple pre-determined points that can spawn random random and/or special encounters, and walking close enough to them will cause an encounter to be randomly picked off a list and spawn. The random encounters are typically attacks by raiders or mercenaries (which mercenaries you get depends on your Karma; Mister Burke will hire evil Talon Company mercs to assassinate a Good character, while the freelance cops called Regulators will take it upon themselves to put an Evil character down), while Special Encounters run the gamut from two wasters fighting over a refridgerator full of clean water to a flying saucer exploding overhead. This is a mixed bag, as some impressive equipment can be withheld from the player at random (the aforementioned UFO, for example, drops a unique laser pistol that sets the target on fire), or cause tough encounters to spawn very early (as anyone who's had the "wounded [[BossInMooksClothing Deathclaw]]" spawn in front of the Super Duper Mart you visit around level 4 can tell you).

to:

** ''VideoGame/{{Fallout 3}}'' ''VideoGame/Fallout3'' has a variation of this - there are multiple pre-determined points that can spawn random random and/or special encounters, and walking close enough to them will cause an encounter to be randomly picked off a list and spawn. The random encounters are typically attacks by raiders or mercenaries (which mercenaries you get depends on your Karma; Mister Burke will hire evil Talon Company mercs to assassinate a Good character, while the freelance cops called Regulators will take it upon themselves to put an Evil character down), while Special Encounters run the gamut from two wasters fighting over a refridgerator full of clean water to a flying saucer exploding overhead. This is a mixed bag, as some impressive equipment can be withheld from the player at random (the aforementioned UFO, for example, drops a unique laser pistol that sets the target on fire), or cause tough encounters to spawn very early (as anyone who's had the "wounded [[BossInMooksClothing Deathclaw]]" spawn in front of the Super Duper Mart you visit around level 4 can tell you).



* ''SigmaStarSaga'' for the GBA justifies this trope. Your allies have unmanned ships flying around above, and when they see something they don't like, they get spooked and summon up the nearest available pilot to help.

to:

* ''SigmaStarSaga'' ''VideoGame/SigmaStarSaga'' for the GBA justifies this trope. Your allies have unmanned ships flying around above, and when they see something they don't like, they get spooked and summon up the nearest available pilot to help.



* ''VideoGame/{{Wild ARMs 2}}'' and ''VideoGame/{{Wild ARMs 3}}'' had an interesting variation on this called "Migrant Points". Just before a random encounter, you would be alerted and given the chance to skip the battle by spending Migrant Points (which could be restored by fighting battles or picking up crystals). At higher levels, you could even skip low-level encounters for free. This system was also used in the remake of ''[[VideoGame/WildArms1 Wild ARMs]]'', ''Alter Code F''.
** ''VideoGame/{{Wild ARMs 4}}'' and ''VideoGame/{{Wild ARMs 5}}'' allow you to turn off random encounters in a particular area after you've "cleared" a save point (usually by fighting a battle of some kind).

to:

* ''VideoGame/{{Wild ARMs 2}}'' ''VideoGame/WildARMs2'' and ''VideoGame/{{Wild ARMs 3}}'' ''VideoGame/WildARMs3'' had an interesting variation on this called "Migrant Points". Just before a random encounter, you would be alerted and given the chance to skip the battle by spending Migrant Points (which could be restored by fighting battles or picking up crystals). At higher levels, you could even skip low-level encounters for free. This system was also used in the remake of ''[[VideoGame/WildArms1 Wild ARMs]]'', ''Alter Code F''.
** ''VideoGame/{{Wild ARMs 4}}'' ''VideoGame/WildARMs4'' and ''VideoGame/{{Wild ARMs 5}}'' ''VideoGame/WildARMs5'' allow you to turn off random encounters in a particular area after you've "cleared" a save point (usually by fighting a battle of some kind).



* There's a reason why ''VideoGame/MOTHER1'' is considered the [[OddballInTheSeries black sheep]] in the ''VideoGame/{{MOTHER}}'' trilogy, and that's due largely in part to the numerous (almost never-ending) random encounters thrust upon the player. Combine that with generally being NintendoHard, and...
** The random encounter rate in ''MOTHER 1'' is ridiculous... when you didn't want to level up. You'd fight every two or three steps.

to:

* There's a reason why ''VideoGame/MOTHER1'' is considered the [[OddballInTheSeries black sheep]] in the ''VideoGame/{{MOTHER}}'' trilogy, and that's due largely in part to the numerous (almost never-ending) random encounters thrust upon the player. Combine that with generally being NintendoHard, and...\n** The random encounter rate in ''MOTHER 1'' is ridiculous... when you didn't want to level up. You'd fight every two or three steps.



* ''The7thSaga'' has a variant: you can see random encounters in a crystal ball located in the upper left of the screen, allowing you to dodge them in theory. In practice, they're so fast and numerous that you can't avoid them, and [[TheComputerIsACheatingBastard they move through walls to catch you]].

to:

* ''The7thSaga'' ''VideoGame/The7thSaga'' has a variant: you can see random encounters in a crystal ball located in the upper left of the screen, allowing you to dodge them in theory. In practice, they're so fast and numerous that you can't avoid them, and [[TheComputerIsACheatingBastard they move through walls to catch you]].



* In ''KingdomHearts'', random encounters are justified by having TheHeartless drawn irresistibly towards keyblades and their wielders. They are then subverted entirely, because on any given world, TheHeartless always appear in exactly the same place every time. What kinds of Heartless appear, however, changes as you progress.

to:

* In ''KingdomHearts'', ''Franchise/KingdomHearts'', random encounters are justified by having TheHeartless drawn irresistibly towards keyblades and their wielders. They are then subverted entirely, because on any given world, TheHeartless always appear in exactly the same place every time. What kinds of Heartless appear, however, changes as you progress.



* ''{{Suikoden}}'' games are fairly reasonable with the Random Encounters in general, but the [[SuikodenIV fourth game]] has rather high encounter rate to the point of frustrating. The encounter rate in ''SuikodenTierkreis'' is nowhere as bad as the former, but it can be annoying as well.

to:

* ''{{Suikoden}}'' ''VideoGame/{{Suikoden}}'' games are fairly reasonable with the Random Encounters in general, but the [[SuikodenIV fourth game]] ''VideoGame/SuikodenIV'' has rather high encounter rate to the point of frustrating. The encounter rate in ''SuikodenTierkreis'' is nowhere as bad as the former, but it can be annoying as well.



* ''{{Quest64}}'' had a great many of these, to the point of a battle every few steps.

to:

* ''{{Quest64}}'' ''VideoGame/Quest64'' had a great many of these, to the point of a battle every few steps.



* ''CrisisCore'' has random battle hot spots - locations on the map where random battles occur. In narrow areas with defined rooms they usually trigger once per room assuming you enter and leave the area immediately. If you stay in one of these rooms, they don't stop. In locations without rooms (like outside), they can trigger as often as once every other step.
* ''PhantasyStarIV'' actually subverted the "Timmy gets missed by all the dangerous monsters" bit when you take a sidequest to find a lost child. One actually ''got'' him, but you fortunately manage to beat the monster and rescue him before he gets digested.

to:

* ''CrisisCore'' ''VideoGame/CrisisCore'' has random battle hot spots - locations on the map where random battles occur. In narrow areas with defined rooms they usually trigger once per room assuming you enter and leave the area immediately. If you stay in one of these rooms, they don't stop. In locations without rooms (like outside), they can trigger as often as once every other step.
* ''PhantasyStarIV'' ''VideoGame/PhantasyStarIV'' actually subverted the "Timmy gets missed by all the dangerous monsters" bit when you take a sidequest to find a lost child. One actually ''got'' him, but you fortunately manage to beat the monster and rescue him before he gets digested.



* ''DigimonWorld3'''s encounter rate doesn't have any balance at all, to the point where you may be able to run across an entire sector without encountering a single enemy, only to encounter an enemy every two steps in the next sector.
* The original [[{{BreathOfFire}} Breath of Fire]] has a pretty ridiculous encounter rate, even when held against other similar games. The developers must have realized this, since they included a merchant in the ''very first town'' that sells [[{{EncounterRepellant}} Monster-repelling marbles]]. Smart players should stock up immediately for the sake of their sanity.
* ''VideoGame/GargoylesQuest'' had a small but interesting twist - it was a typical role-playing game, but walking around in the world during overhead view had a chance to throw you into an action/platforming battle sequence with some mooks. Significant because it was more engaging than the typical turn-based battles, and not many [[{{RPG}} RPGs]] at the time had a system like this. Being a spin-off of Ghosts and Goblins, the platformer levels played in the same way as those games.

to:

* ''DigimonWorld3'''s ''VideoGame/DigimonWorld3'''s encounter rate doesn't have any balance at all, to the point where you may be able to run across an entire sector without encountering a single enemy, only to encounter an enemy every two steps in the next sector.
* The original [[{{BreathOfFire}} Breath of Fire]] ''VideoGame/BreathOfFireI'' has a pretty ridiculous encounter rate, even when held against other similar games. The developers must have realized this, since they included a merchant in the ''very first town'' that sells [[{{EncounterRepellant}} [[EncounterRepellant Monster-repelling marbles]]. Smart players should stock up immediately for the sake of their sanity.
* ''VideoGame/GargoylesQuest'' had a small but interesting twist - it was a typical role-playing game, but walking around in the world during overhead view had a chance to throw you into an action/platforming battle sequence with some mooks. Significant because it was more engaging than the typical turn-based battles, and not many [[{{RPG}} RPGs]] {{RPG}}s at the time had a system like this. Being a spin-off of Ghosts and Goblins, the platformer levels played in the same way as those games.



* ''Byteria Saga: Heroine Iysayana'' has random battles on the world map and in a few special dungeons. Version 1.0 of Chapter One (the game had originally been [[EpisodicGame episodic]]) had them in all dungeons, but a new version with enemy sprites appeared some months later.

to:

* ''Byteria Saga: Heroine Iysayana'' has random battles on the world map and in a few special dungeons. Version 1.0 of Chapter One (the game had originally been [[EpisodicGame episodic]]) {{episodic|Game}}) had them in all dungeons, but a new version with enemy sprites appeared some months later.



* ''SlaveMaker'' has random encounters whenever your slave went for a walk. There are some determining factors, such as stats and time of day, but for the most part, who you encounter and what happens is pretty random.

to:

* ''SlaveMaker'' ''Slave Maker'' has random encounters whenever your slave went for a walk. There are some determining factors, such as stats and time of day, but for the most part, who you encounter and what happens is pretty random.






* ''SwordOfTheStars'' has the Unknown Menaces. Some, such as Von Neumans, Silicoids, and System Killers are persistent once randomly generated and will attack multiple systems until destroyed.

to:

* ''SwordOfTheStars'' ''VideoGame/SwordOfTheStars'' has the Unknown Menaces. Some, such as Von Neumans, Silicoids, and System Killers are persistent once randomly generated and will attack multiple systems until destroyed.



* ''SilentStorm'' has these on the map in real-time. The frequency and types of encounters are dependent on the current region. Some appear for up to a minute, while others show up for only a few seconds. Two of the rarer kind of encounters are of note. One pits you against an enemy squad, commanded by a Japanese officer (in Western Europe!). Killing him nets you his shurikens and [[KatanasAreBetter katana]]. Another encounter involves a [=UFO=], surrounded by [=THO=] troops in [[PoweredArmor Panzerkleins]]. Additionally, an [[GameBreaker energy rifle]] can be found near the craft that is the über version of the single-shot energy weapon carried by some [=THO=] troops, as it has [[MoreDakka full auto]] and a 50-shot power cell. That cell can then be taken back to the base and replicated for use by the said rifle, as well as energy cannon Panzerkleins. The energy rifle is an obvious ShoutOut to ''{{X-Com}}''.

to:

* ''SilentStorm'' ''VideoGame/SilentStorm'' has these on the map in real-time. The frequency and types of encounters are dependent on the current region. Some appear for up to a minute, while others show up for only a few seconds. Two of the rarer kind of encounters are of note. One pits you against an enemy squad, commanded by a Japanese officer (in Western Europe!). Killing him nets you his shurikens and [[KatanasAreBetter katana]]. Another encounter involves a [=UFO=], surrounded by [=THO=] troops in [[PoweredArmor Panzerkleins]]. Additionally, an [[GameBreaker energy rifle]] can be found near the craft that is the über version of the single-shot energy weapon carried by some [=THO=] troops, as it has [[MoreDakka full auto]] and a 50-shot power cell. That cell can then be taken back to the base and replicated for use by the said rifle, as well as energy cannon Panzerkleins. The energy rifle is an obvious ShoutOut to ''{{X-Com}}''.



** ''Magazine/{{Dragon}}'' Magazine had a legendary AprilFools Edition with an innovative alternative to RandomEncounters: the "Wandering Damage" table. Since the wandering monsters are the indirect means for a Dungeon Master to deal damage to the player party, [[YouFailLogicForever why not cut out the middleman]] and [[KillerGameMaster deal damage to them directly?]] ''Webcomic/DarthsAndDroids'' reproduces the rules [[http://www.darthsanddroids.net/episodes/0524.html here]].

to:

** ''Magazine/{{Dragon}}'' Magazine had a legendary AprilFools Edition with an innovative alternative to RandomEncounters: the "Wandering Damage" table. Since the wandering monsters are the indirect means for a Dungeon Master to deal damage to the player party, [[YouFailLogicForever why not cut out the middleman]] middleman and [[KillerGameMaster deal damage to them directly?]] ''Webcomic/DarthsAndDroids'' reproduces the rules [[http://www.darthsanddroids.net/episodes/0524.html here]].

Changed: 19

Removed: 369

Is there an issue? Send a MessageReason:
None


** It should be noted the ''VideoGame/SkiesOfArcadia'' not only had an item to reduce random encounters (called the White Map), but also a "Black Map" that ''increased'' them as well. One wonders why...
*** The Black Map had a special ability that prevented any enemies in battle from running away. Needless to say, this was essential if you wanted to fight Loopers. Other then that though....
** However, it's somewhat averted later, once you get a special upgrade for your CoolShip you can fly above or below the clouds, thus ''completely'' eliminating random encounters.

to:

** It should be noted the ''VideoGame/SkiesOfArcadia'' not only had an item to reduce random encounters (called the White Map), but also a "Black Map" that ''increased'' them as well. One wonders why...\n*** The Black Map had a special ability that prevented any enemies in battle from running away. Needless to say, this was essential if you wanted to fight Loopers. Other then that though....\n** However, it's somewhat averted later, once you get a special upgrade for your CoolShip you can fly above or below the clouds, thus ''completely'' eliminating random encounters.
Is there an issue? Send a MessageReason:
None


* The ''VideoGame/WingCommander'' series played with this now and then, particularly in ''Wing Commander Privateer'', and in the {{F|ullMotionVideo}}MV-based games.

to:

* The ''VideoGame/WingCommander'' series played with this now and then, particularly in ''Wing Commander Privateer'', ''VideoGame/WingCommanderPrivateer'', and in the {{F|ullMotionVideo}}MV-based games.
Is there an issue? Send a MessageReason:
None





-->--'''''Webcomic/TheOrderOfTheStick'''''

to:

-->--'''''Webcomic/TheOrderOfTheStick'''''
-->-- '''''Webcomic/TheOrderOfTheStick'''''
Is there an issue? Send a MessageReason:


Subtrope of RandomEvent. Contrast PreExistingEncounters, a specific aversion where enemies can be seen (and avoided) on the field, and FairyBattle, a variation where the random encounter isn't hostile but actually helps the player along. See also EncounterBait and EncounterRepellant for the mechanics of adjusting the rate of encounters, as well as EscapeBattleTechnique, for the mechanics of avoiding them once they've started. Compare BigLippedAlligatorMoment, where as that trope is about a single random occurrence that goes unmentioned, this trope covers repeating events that are rarely, if ever, mentioned by the story. Has a pinch of ButThouMust, because players trying to EnjoyTheStorySkipTheGame can find this infuriating.

to:

Subtrope of RandomEvent. Contrast PreExistingEncounters, PreexistingEncounters, a specific aversion where enemies can be seen (and avoided) on the field, and FairyBattle, a variation where the random encounter isn't hostile but actually helps the player along. See also EncounterBait and EncounterRepellant for the mechanics of adjusting the rate of encounters, as well as EscapeBattleTechnique, for the mechanics of avoiding them once they've started. Compare BigLippedAlligatorMoment, where as that trope is about a single random occurrence that goes unmentioned, this trope covers repeating events that are rarely, if ever, mentioned by the story. Has a pinch of ButThouMust, because players trying to EnjoyTheStorySkipTheGame can find this infuriating.
Is there an issue? Send a MessageReason:
None


* In the ''BaldursGate'' series, random encounters only occurred when transitioning between wilderness areas; all other battles were predictable. The voice dramatically intoning "you have been waylaid by enemies and must defend yourself" as a sort of FightWoosh in the eight hour journeys between areas quickly became frustrating to the enterprising player.

to:

* In the ''BaldursGate'' ''Franchise/BaldursGate'' series, random encounters only occurred when transitioning between wilderness areas; all other battles were predictable. The voice dramatically intoning "you have been waylaid by enemies and must defend yourself" as a sort of FightWoosh in the eight hour journeys between areas quickly became frustrating to the enterprising player.
Is there an issue? Send a MessageReason:
None


** Dragon Magazine had a legendary April Fools Edition with an innovative alternative to RandomEncounters: the "Wandering Damage" table. Since the wandering monsters are the indirect means for a Dungeon Master to deal damage to the player party, [[YouFailLogicForever why not cut out the middleman]] and [[KillerGameMaster deal damage to them directly?]] ''Webcomic/DarthsAndDroids'' reproduces the rules [[http://www.darthsanddroids.net/episodes/0524.html here]].

to:

** Dragon ''Magazine/{{Dragon}}'' Magazine had a legendary April Fools AprilFools Edition with an innovative alternative to RandomEncounters: the "Wandering Damage" table. Since the wandering monsters are the indirect means for a Dungeon Master to deal damage to the player party, [[YouFailLogicForever why not cut out the middleman]] and [[KillerGameMaster deal damage to them directly?]] ''Webcomic/DarthsAndDroids'' reproduces the rules [[http://www.darthsanddroids.net/episodes/0524.html here]].
Is there an issue? Send a MessageReason:
None

Added DiffLines:

** Recent ''Final Fantasy'' rereleases make the random encounters optional, for those who wish to EnjoyTheStorySkipTheGame.
Is there an issue? Send a MessageReason:
None

Added DiffLines:

** Also, random encounters ([[RandomDrop and the loot they drop]]) can happen literally ''anywhere'', [[http://www.giantitp.com/comics/oots1029.html as discussed by Haley]]:
-->'''Haley''': One time, I scrubbed the mold out of the [Thieves'] Guild showers and [[ImpossibleItemDrop it dropped 2d4 copper pieces and a potion of fire resistance.]]
Is there an issue? Send a MessageReason:
None


* ''VideoGame/{{Undertale}}'' deconstructs the idea by making the encounters in any area finite. As such, it's possible to kill every monster before moving on. Doing things puts you on the game's "No Mercy" path, wherein the remaining monsters are terrified of you.

to:

* ''VideoGame/{{Undertale}}'' [[GenreDeconstruction deconstructs the idea idea]] by making the encounters in any area finite. As such, it's possible to kill every monster before moving on. Doing things puts you on the game's "No Mercy" path, wherein the remaining monsters are terrified of you. Alternatively, you can [[SheatheYourSword spare the monsters]] and befriend them. By doing so you don't get EXP [[note]][[KarmaMeter Execution Point]][[/note]], but you may get gold dropped by monsters.
Is there an issue? Send a MessageReason:
None


Subtrope of RandomEvent. Contrast PreExistingEncounters, a specific aversion where enemies can be seen (and avoided) on the field, and FairyBattle, a variation where the random encounter isn't hostile but actually helps the player along. See also EncounterBait and EncounterRepellant for the mechanics of adjusting the rate of encounters, as well as EscapeBattleTechnique, for the mechanics of avoiding them once they've started. Compare BigLippedAlligatorMoment, where as that trope is about a single random occurrence that goes unmentioned, this trope covers repeating events that are rarely, if ever, mentioned by the story.

to:

Subtrope of RandomEvent. Contrast PreExistingEncounters, a specific aversion where enemies can be seen (and avoided) on the field, and FairyBattle, a variation where the random encounter isn't hostile but actually helps the player along. See also EncounterBait and EncounterRepellant for the mechanics of adjusting the rate of encounters, as well as EscapeBattleTechnique, for the mechanics of avoiding them once they've started. Compare BigLippedAlligatorMoment, where as that trope is about a single random occurrence that goes unmentioned, this trope covers repeating events that are rarely, if ever, mentioned by the story.
story. Has a pinch of ButThouMust, because players trying to EnjoyTheStorySkipTheGame can find this infuriating.
Is there an issue? Send a MessageReason:
Examples Are Not Recent, as this will continue to vary from game to game.


They were invented for {{tabletop RPG}}s and are reasonably common there. The original rationale was that as characters crossed a world map with each square representing half a day's march, they could reasonably expect to meet a pack of wild animals or band of highwaymen every few days or so (the practical reason was to get players TravellingAtTheSpeedOfPlot without obsessively checking behind literally every rock, shrub, and [[AlwaysCheckBehindTheChair chair]] that they might encounter on the way). But nowadays it seems you can't walk ten feet down a narrow dungeon hallway without getting ambushed by a somewhat illogical combat encounter with nine mummy wizards.

to:

They were invented for {{tabletop RPG}}s and are reasonably common there. The original rationale was that as characters crossed a world map with each square representing half a day's march, they could reasonably expect to meet a pack of wild animals or band of highwaymen every few days or so (the practical reason was to get players TravellingAtTheSpeedOfPlot without obsessively checking behind literally every rock, shrub, and [[AlwaysCheckBehindTheChair chair]] that they might encounter on the way). But nowadays in some games it seems you can't walk ten feet down a narrow dungeon hallway without getting ambushed by a somewhat illogical combat encounter with nine mummy wizards.

Added: 573

Changed: 474

Is there an issue? Send a MessageReason:
None


* ''VideoGame/{{Drakkhen}}'' was notorious for this. Moving around ''anywhere'' in the overworld, every few seconds you would get random encounters with exceedingly deadly monsters, which made navigating it and traveling between dungeons a royal pain in the ass. Hell, even if you were just standing still and minding your own beeswax, something might decide to jump out of nowhere and annihilate you.

to:

* ''VideoGame/{{Undertale}}'' deconstructs the idea by making the encounters in any area finite. As such, it's possible to kill every monster before moving on. Doing things puts you on the game's "No Mercy" path, wherein the remaining monsters are terrified of you.
* ''VideoGame/{{Drakkhen}}'' was notorious for this. Moving around ''anywhere'' in the overworld, every an absurdly high encounter rate. Every few seconds seconds, you would get random encounters with exceedingly deadly monsters, which made navigating it the overworld and traveling between dungeons a royal pain in the ass. Hell, even if you were just standing still and minding your own beeswax, business, something might decide to jump out of nowhere and annihilate you.you. Traveling at night made this even worse, since the monsters were noticeably tougher, and beasts could fly down from the constellations, each of which was a BossInMooksClothing.
Is there an issue? Send a MessageReason:


* ''ShiningInTheDarkness''
Is there an issue? Send a MessageReason:
None


* The D&D random encounter table is parodied in ''Discworld/TheColourOfMagic'', in which a die roll in the GodGame leads to a rather angry troll ''spontaneously teleporting'' to directly in front of Rincewind and Twoflower.

to:

* The D&D random encounter table is parodied in ''Discworld/TheColourOfMagic'', in which a die roll in the GodGame CosmicChessGame leads to a rather angry troll ''spontaneously teleporting'' to directly in front of Rincewind and Twoflower.

Added: 625

Removed: 55

Is there an issue? Send a MessageReason:
None



[[folder:Literature]]
* The D&D random encounter table is parodied in ''Discworld/TheColourOfMagic'', in which a die roll in the GodGame leads to a rather angry troll ''spontaneously teleporting'' to directly in front of Rincewind and Twoflower.
[[/folder]]



** Which is parodied in ''Discworld/TheColourOfMagic''.


Added DiffLines:

* Random Encounters are sometimes mentioned by the GenreSavvy heroes of ''Webcomic/TheOrderOfTheStick'', as seen in the page quote. In another strip, Vaarsuvius [[http://www.giantitp.com/comics/oots0145.html explains]] that, when travelling overland, you will have one random encounter, however long your trip takes, because more than that is a waste of everyone's time.
Is there an issue? Send a MessageReason:
None


The video game version is becoming something of a DiscreditedTrope nowadays, with fewer series playing it straight, and many of the big series dropping it in recent installments. It's still used, but it's not as universal as it used to be.

to:

The video game version is becoming something of a DiscreditedTrope nowadays, with fewer series playing it straight, and many of the big series dropping it in recent installments.installments in favor of PreexistingEncounters. It's still used, but it's not as universal as it used to be.
Is there an issue? Send a MessageReason:
None


* ''ZeldaIITheAdventureOfLink'' is likewise considered the dark horse of its series, being the only ''Zelda'' game to have RandomEncounters (of a sort). Even more bizarre was that these encounters played out as side-scrolling mini-levels.

to:

* ''ZeldaIITheAdventureOfLink'' ''VideoGame/ZeldaIITheAdventureOfLink'' is likewise considered the dark horse of its series, being the only ''Zelda'' game to have RandomEncounters (of a sort). Even more bizarre was that these encounters played out as side-scrolling mini-levels.
Is there an issue? Send a MessageReason:
None


* ''MakaiKingdom'' has a unique way of pulling these off: Each stage has a number of expansions that are triggered when you destroy an item or character with a stage "key", or when something is thrown or invited onto the new area's space. In random dungeons and some stages, this is a random selection of enemies and items. In addition, there's the chance that the new expansion will trigger an event that changes the enemies featured (such as a group of vampires or a DrillTank), imposes a status effect on every character on the stage, or both, such as the "I've got NO Motivation" event, which fills the new area with a bunch of female enemies carrying cakes instead of weapons, but also hits everybody with a status effect that keeps them from gaining experience.

to:

* ''MakaiKingdom'' ''VideoGame/MakaiKingdom'' has a unique way of pulling these off: Each stage has a number of expansions that are triggered when you destroy an item or character with a stage "key", or when something is thrown or invited onto the new area's space. In random dungeons and some stages, this is a random selection of enemies and items. In addition, there's the chance that the new expansion will trigger an event that changes the enemies featured (such as a group of vampires or a DrillTank), imposes a status effect on every character on the stage, or both, such as the "I've got NO Motivation" event, which fills the new area with a bunch of female enemies carrying cakes instead of weapons, but also hits everybody with a status effect that keeps them from gaining experience.
Is there an issue? Send a MessageReason:
None

Added DiffLines:

[[IThoughtItMeant Not to be confused with]] the music group of the same name, who does a lot of video game based {{Parody}} songs.
Is there an issue? Send a MessageReason:
None


* ''InfiniteSpace'' allows the player to set the encounter rate higher than usual, which really helps to farm money and Fame.

to:

* ''InfiniteSpace'' ''VideoGame/InfiniteSpace'' allows the player to set the encounter rate higher than usual, which really helps to farm money and Fame.
Is there an issue? Send a MessageReason:
None


* In ''GodHand'' after you beat a Mook there's a chance a demon will spawn.

to:

* In ''GodHand'' ''VideoGame/GodHand'' after you beat a Mook there's a chance a demon will spawn.
Is there an issue? Send a MessageReason:
None


* IsItWrongToTryToPickUpGirlsInADungeon: The series title is based on this trope in the Japanese (and alternate translation of the English) version: "Is it wrong to wish for a Random/Fateful Encounter in a Dungeon". The anime and LN both also take many que's from the type of games and battles the type of games that have this mechanic has.

to:

* IsItWrongToTryToPickUpGirlsInADungeon: ''LightNovel/IsItWrongToTryToPickUpGirlsInADungeon'': The series title is based on this trope in the Japanese (and alternate translation of the English) version: "Is it wrong to wish for a Random/Fateful Encounter in a Dungeon". Dungeon?". The anime and LN both also take many que's ques from the type of games and battles the type of games that have this mechanic has.
[[/folder]]
Is there an issue? Send a MessageReason:
None

Added DiffLines:

[[folder:Anime]]
* IsItWrongToTryToPickUpGirlsInADungeon: The series title is based on this trope in the Japanese (and alternate translation of the English) version: "Is it wrong to wish for a Random/Fateful Encounter in a Dungeon". The anime and LN both also take many que's from the type of games and battles the type of games that have this mechanic has.
Is there an issue? Send a MessageReason:
None

Added DiffLines:

[[folder:Card Game]]
* In ''VideoGame/YuGiOhNightmareTroubadour'', at the beginning of the game you can't tell or guess which duelist you will be facing or even if they ''are'' a duelist. Similarly, it's random as to which shadow duelists attack you at night, if they attack at all.
[[/folder]]
Is there an issue? Send a MessageReason:
None

Added DiffLines:

** Pointed out and lampshaded in ''VideoGame/{{Persona}}'' where a party member points out how the demons can attack people at any time and yet their group is always the ones to be attacked.
Is there an issue? Send a MessageReason:
None


* ''Franchise/ShinMegamiTensei'' games that have Random Encounters are pretty infamous for this - it's undeniable that, good or not, the rate is INSANELY high, to the point of physical pain. While this is "good" in terms that "adds to the games' {{Nintendo Hard}}ness", playing ''VideoGame/ShinMegamiTenseiI'' for 5 hours straight can test a man's sanity.

to:

* ''Franchise/ShinMegamiTensei'' games that have Random Encounters are pretty infamous for this - it's undeniable that, good or not, the rate is INSANELY high, to the point of physical pain. While this is "good" in terms that "adds to the games' {{Nintendo Hard}}ness", playing ''VideoGame/ShinMegamiTenseiI'' for 5 hours straight can test a man's sanity. It's good that there's a ton of them, because they drop Magnetite, needed for sustaining your party.



** Looks as if ''VideoGame/ShinMegamiTenseiIV'' will be the first in the main series to not feature RandomEncounters at all, instead using a similar feature as seen in ''VideoGame/{{Persona 3}}'' and ''VideoGame/{{Persona 4}}'' to attack the enemies on the field to gain an advantage in battle.

to:

** Looks as if ''VideoGame/ShinMegamiTenseiIV'' will be is the first game in the main series to not feature RandomEncounters at all, instead using a similar feature as seen in ''VideoGame/{{Persona 3}}'' and ''VideoGame/{{Persona 4}}'' to attack the having enemies show up on the field map. Attacking them will deal a bit of damage to gain an advantage in battle. all enemies. Bosses can show up on the map as red chunks of data (compared to the normal blue), but no matter what you can't get the advantage.
Is there an issue? Send a MessageReason:
None


** Dragon Magazine had a legendary April Fools Edition with an innovative alternative to RandomEncounters: the "Wandering Damage" table. Since the wandering monsters are the indirect means for a Dungeon Master to deal damage to the player party, [[YouFailLogicForever why not cut out the middleman]] and [[KillerGameMaster deal damage to them directly?]] ''DarthsAndDroids'' reproduces the rules [[http://www.darthsanddroids.net/episodes/0524.html here]].

to:

** Dragon Magazine had a legendary April Fools Edition with an innovative alternative to RandomEncounters: the "Wandering Damage" table. Since the wandering monsters are the indirect means for a Dungeon Master to deal damage to the player party, [[YouFailLogicForever why not cut out the middleman]] and [[KillerGameMaster deal damage to them directly?]] ''DarthsAndDroids'' ''Webcomic/DarthsAndDroids'' reproduces the rules [[http://www.darthsanddroids.net/episodes/0524.html here]].
Is there an issue? Send a MessageReason:
None

Added DiffLines:

* In ''Videogame/YuGiOhMonsterCapsuleGB'', random encounters are are decided by dice rolls and the number of steps you've taken—for instance, every 10 steps is a 30% chance to be attacked.

Top