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<span id="openzim-page-title" class="mw-page-title-main"><span class="mw-page-title-main">Random encounter</span></span>
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</style><div role="note" class="hatnote navigation-not-searchable">This article is about the feature in role-playing games. For other uses, see <a href="Random_Encounter_(disambiguation)" class="mw-redirect mw-disambig" title="Random Encounter (disambiguation)">Random Encounter</a>.</div>
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<p>A <b>random encounter</b> is a feature commonly used in various <a href="Role-playing_game" title="Role-playing game">role-playing games</a> whereby combat encounters with <a href="Non-player_character" title="Non-player character">non-player character</a> (NPC) enemies or other dangers occur sporadically and at random, usually without the enemy being physically detected beforehand. In general, random encounters are used to simulate the challenges associated with being in a hazardous environment—such as a <a href="Monster" title="Monster">monster</a>-infested <a href="Wilderness" title="Wilderness">wilderness</a> or <a href="Dungeon" title="Dungeon">dungeon</a>—with uncertain frequency of occurrence and makeup (as opposed to a "placed" encounter). Frequent random encounters are common in <a href="Japanese_role-playing_games" class="mw-redirect" title="Japanese role-playing games">Japanese role-playing games</a> like <i><a href="Dragon_Quest_(video_game)" title="Dragon Quest (video game)">Dragon Quest</a></i>,<sup id="cite_ref-gamasutra1_1-0" class="reference"><a href="#cite_note-gamasutra1-1"><span class="cite-bracket">[</span>1<span class="cite-bracket">]</span></a></sup> <i><a href="Pok%C3%A9mon_(video_game_series)" title="Pokémon (video game series)">Pokémon</a></i>, and the <i><a href="Final_Fantasy" title="Final Fantasy">Final Fantasy</a></i> series.
</p>
<div class="mw-heading mw-heading2"><h2 id="Role-playing_games">Role-playing games</h2></div>
<p>Random encounters—sometimes called <b>wandering monsters</b>—were a feature of <i><a href="Dungeons_%26_Dragons" title="Dungeons & Dragons">Dungeons & Dragons</a></i> from its beginnings in the 1970s, and persist in that game and its offshoots to this day. Random encounters are usually determined by the <a href="Gamemaster" title="Gamemaster">gamemaster</a> by rolling dice against a <i>random encounter table</i>. The tables are usually based on terrain (and/or time/weather), and have a chance for differing encounters with different numbers or types of creatures. The results may be modified by other tables, such as whether the encounter is friendly, neutral or hostile. GMs are often encouraged to make their own tables. Specific adventures often have specific tables for locations, like a temple's hallways.
</p><p>Wandering monsters are often used to wear down <a href="Player_character" title="Player character">player characters</a> and force them to use up consumable resources, such as <a href="Hit_point" class="mw-redirect" title="Hit point">hit points</a>, <a href="Magic_spell" class="mw-redirect" title="Magic spell">magic spells</a> and healing <a href="Potion" title="Potion">potions</a>, as a way of punishing them for spending too much time in a dangerous area.
</p>
<div class="mw-heading mw-heading2"><h2 id="Video_games">Video games</h2></div>
<p>Random encounters were incorporated into early <a href="Role-playing_video_game" title="Role-playing video game">role-playing video games</a> and have been common throughout the genre.<sup id="cite_ref-2" class="reference"><a href="#cite_note-2"><span class="cite-bracket">[</span>2<span class="cite-bracket">]</span></a></sup><sup id="cite_ref-Heracles_3-0" class="reference"><a href="#cite_note-Heracles-3"><span class="cite-bracket">[</span>3<span class="cite-bracket">]</span></a></sup><sup id="cite_ref-4" class="reference"><a href="#cite_note-4"><span class="cite-bracket">[</span>4<span class="cite-bracket">]</span></a></sup> Placed and random encounters were both used in 1981s <i><a href="Wizardry_(video_game_series)" title="Wizardry (video game series)">Wizardry</a></i><sup id="cite_ref-5" class="reference"><a href="#cite_note-5"><span class="cite-bracket">[</span>5<span class="cite-bracket">]</span></a></sup> and by the mid-1980s, random encounters made up the bulk of battles in genre-defining games such as <i><a href="Dragon_Warrior" class="mw-redirect" title="Dragon Warrior">Dragon Warrior</a></i>,<sup id="cite_ref-gamasutra1_1-1" class="reference"><a href="#cite_note-gamasutra1-1"><span class="cite-bracket">[</span>1<span class="cite-bracket">]</span></a></sup> <i><a href="Final_Fantasy_(video_game)" title="Final Fantasy (video game)">Final Fantasy</a></i>, and <i><a href="Bard's_Tale_(1985)" class="mw-redirect" title="Bard's Tale (1985)">The Bard's Tale</a></i>.<sup id="cite_ref-6" class="reference"><a href="#cite_note-6"><span class="cite-bracket">[</span>6<span class="cite-bracket">]</span></a></sup> Random encounters happen when the player is traversing the game world (often through the use of a "world map" or <a href="Overworld" title="Overworld">overworld</a>). Most often, the player encounters enemies to battle, but occasionally friendly or neutral characters can appear, with whom the player might interact differently than with enemies. Random encounters are <a href="Random" class="mw-redirect" title="Random">random</a> in the respect that players cannot anticipate the exact moment of encounter or what will be encountered, as the occurrence of the event is based on factors such as programmed <a href="Probabilities" class="mw-redirect" title="Probabilities">probabilities</a>; <a href="Pseudo-random_number_generator" class="mw-redirect" title="Pseudo-random number generator">Pseudo-random number generators</a> create the sequence of numbers used to determine if an encounter will happen. The form and frequency can vary depending on a number of factors, such as where the player is located in the game world and the statistics of the <a href="Player_character" title="Player character">player character</a>. In some games, items can be found to increase or decrease the frequency of random encounters, even to eliminate them outright, or increase the odds of having a particular encounter.
</p><p>Random encounters often occur more frequently in <a href="Dungeon" title="Dungeon">dungeons</a>, <a href="Cave" title="Cave">caves</a>, <a href="Forest" title="Forest">forests</a>, <a href="Desert" title="Desert">deserts</a>, and <a href="Swamp" title="Swamp">swamps</a> than in open <a href="Plain" title="Plain">plains</a>. The simplest sort of random encounter algorithm would be as follows:
</p>
<ol><li>Each step, set X to a random <a href="Integer" title="Integer">integer</a> between 0 and 99.</li>
<li>If in plains, and X < 8, a random encounter occurs.</li>
<li>If in swamp, desert, or forest, and X < 16, a random encounter occurs.</li></ol>
<p>The problem with this algorithm is that random encounters occur "too" randomly for the tastes of most players, as there will be "droughts" and "floods" in their distribution. Random encounters in rapid succession are considered undesirable<sup id="cite_ref-7" class="reference"><a href="#cite_note-7"><span class="cite-bracket">[</span>7<span class="cite-bracket">]</span></a></sup><sup id="cite_ref-Heracles_3-1" class="reference"><a href="#cite_note-Heracles-3"><span class="cite-bracket">[</span>3<span class="cite-bracket">]</span></a></sup><sup id="cite_ref-8" class="reference"><a href="#cite_note-8"><span class="cite-bracket">[</span>8<span class="cite-bracket">]</span></a></sup> as they lead to the player's perception of getting "bogged down", but with the simple algorithm, it is possible to have an encounter from taking only one step after an encounter. The early games in the <i><a href="Dragon_Quest" title="Dragon Quest">Dragon Quest</a></i> series, for example, allow random encounters to occur one step after the other. A more elaborate random encounter algorithm (and similar to those used in many games) would be the following:
</p>
<ol><li>Set X to a random <a href="Integer" title="Integer">integer</a> between 64 and 255.</li>
<li>For each step in plains, decrement X by 4. For each step in forest, swamp, or desert, decrement X by 8.</li>
<li>When X <u><</u> 0, a fight ensues. Go to step 1.</li></ol>
<p>This ensures that, in any terrain, the player will not experience more than one random encounter every eight steps. A game with this type of system can sometimes be taken advantage of by initiating some action that will reset the counter (pausing, opening a menu, saving), especially when using an <a href="Emulator" title="Emulator">emulator</a>. This is a popular trick in <a href="Speedrun" class="mw-redirect" title="Speedrun">speedruns</a> to skip time-consuming or dangerous battles or it can be used to ensure that each battle results in a rare or valuable encounter.
</p><p>Random encounters have become less popular in video games with the passage of time, as gamers often complain that they are annoying, repetitive or discouraging to exploration. The <i><a href="Final_Fantasy_(series)" class="mw-redirect" title="Final Fantasy (series)">Final Fantasy</a></i> and <i><a href="Tales_(role-playing_game_series)" class="mw-redirect" title="Tales (role-playing game series)">Tales</a></i> series have abandoned random encounter systems with successive games, while relatively newer franchises such as the <i><a href="Chrono_(series)" title="Chrono (series)">Chrono</a></i> series and <i><a href="Kingdom_Hearts_(series)" class="mw-redirect" title="Kingdom Hearts (series)">Kingdom Hearts</a></i> have never used them.
</p><p>A more commonly used tactic in later RPGs (used in <i><a href="Final_Fantasy_XII" title="Final Fantasy XII">Final Fantasy XII</a></i>, <i><a href="Radiata_Stories" title="Radiata Stories">Radiata Stories</a></i>, <i><a href="Fallout_(computer_game)" class="mw-redirect" title="Fallout (computer game)">Fallout</a></i> and <i><a href="Fallout_2" title="Fallout 2">Fallout 2</a></i> (although the <i>Fallout</i> games have unlimited random encounters on the world map)), like <i><a href="Legend_of_Legaia" title="Legend of Legaia">Legend of Legaia</a></i> and all <i><a href="Kingdom_Hearts" title="Kingdom Hearts">Kingdom Hearts</a></i> games have a finite number of enemies in a given area. This cuts down on <a href="Grind_(gaming)" class="mw-redirect" title="Grind (gaming)">grinding</a> and does not discourage exploration to the same extent. A similar approach is <a href="Spawning_(computer_gaming)" class="mw-redirect" title="Spawning (computer gaming)">spawning</a>, where visible monsters always (re)appear at the same location, as seen in <i><a href="Chrono_Trigger" title="Chrono Trigger">Chrono Trigger</a></i><sup id="cite_ref-9" class="reference"><a href="#cite_note-9"><span class="cite-bracket">[</span>9<span class="cite-bracket">]</span></a></sup> and most of <i><a href="Dragon_Quest_IX" title="Dragon Quest IX">Dragon Quest IX</a></i>.<sup id="cite_ref-10" class="reference"><a href="#cite_note-10"><span class="cite-bracket">[</span>10<span class="cite-bracket">]</span></a></sup><sup id="cite_ref-11" class="reference"><a href="#cite_note-11"><span class="cite-bracket">[</span>11<span class="cite-bracket">]</span></a></sup> Both approaches give players the opportunity to anticipate, evade, or select encounters.
</p>
<div class="mw-heading mw-heading2"><h2 id="References">References</h2></div>
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<li id="cite_note-9"><span class="mw-cite-backlink"><b><a href="#cite_ref-9">^</a></b></span> <span class="reference-text"><cite class="citation web cs1"><a rel="nofollow" class="external text" href="https://archive.today/20120716003402/http://www.1up.com/do/blogEntry?bId=9015525">"Random Battles - Painful Pleasure or Punishment?"</a>. 1up.com. 2010-01-04. Archived from <a rel="nofollow" class="external text" href="http://www.1up.com/do/blogEntry?bId=9015525">the original</a> on 2012-07-16<span class="reference-accessdate">. Retrieved <span class="nowrap">2010-11-09</span></span>.</cite></span>
</li>
<li id="cite_note-10"><span class="mw-cite-backlink"><b><a href="#cite_ref-10">^</a></b></span> <span class="reference-text"><cite class="citation web cs1"><a rel="nofollow" class="external text" href="https://kotaku.com/5591836/dragon-quest-ix-sentinels-of-the-starry-skies-review-do-good-inc">"Dragon Quest IX: Sentinels of the Starry Skies Review: Do Good, Inc"</a>. Kotaku.com. 2010-07-23. <a rel="nofollow" class="external text" href="https://web.archive.org/web/20121015195112/http://kotaku.com/5591836/dragon-quest-ix-sentinels-of-the-starry-skies-review-do-good-inc">Archived</a> from the original on 2012-10-15<span class="reference-accessdate">. Retrieved <span class="nowrap">2010-11-09</span></span>.</cite></span>
</li>
<li id="cite_note-11"><span class="mw-cite-backlink"><b><a href="#cite_ref-11">^</a></b></span> <span class="reference-text"><cite class="citation web cs1"><a rel="nofollow" class="external text" href="https://web.archive.org/web/20121017051307/http://www.1up.com/do/blogEntry?bId=8999340">"1UP's RPG Blog: My Dragon Quest, Day 14"</a>. 1up.com. 2009-07-24. Archived from <a rel="nofollow" class="external text" href="http://www.1up.com/do/blogEntry?bId=8999340">the original</a> on 2012-10-17<span class="reference-accessdate">. Retrieved <span class="nowrap">2010-11-09</span></span>.</cite></span>
</li>
</ol></div>
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</style><div id="Video_game_concepts152" style="font-size:114%;margin:0 4em"><a href="Video_game" title="Video game">Video game</a> concepts</div></th></tr><tr><td class="navbox-abovebelow" colspan="2"><div><a href="Glossary_of_video_game_terms" title="Glossary of video game terms">Glossary of video game terms</a></div></td></tr><tr><th scope="row" class="navbox-group" style="width:1%">Attributes</th><td class="navbox-list-with-group navbox-list navbox-odd" style="width:100%;padding:0"><div style="padding:0 0.25em">
<ul><li><a href="Health_(game_terminology)" title="Health (game terminology)">Health</a></li>
<li><a href="Life_(video_games)" title="Life (video games)">Life</a></li>
<li><a href="Experience_point" title="Experience point">Experience point</a></li>
<li><a href="Magic_(game_terminology)" title="Magic (game terminology)">Magic</a></li>
<li><a href="Critical_hit" title="Critical hit">Critical hit</a></li></ul>
</div></td></tr><tr><th scope="row" class="navbox-group" style="width:1%">Characters</th><td class="navbox-list-with-group navbox-list navbox-even" style="width:100%;padding:0"><div style="padding:0 0.25em">
<ul><li><a href="Boss_(video_games)" title="Boss (video games)">Boss</a></li>
<li><a href="Video_game_bot" title="Video game bot">Bot</a></li>
<li><a href="Non-player_character" title="Non-player character">Non-player character</a></li>
<li><a href="Player_character" title="Player character">Player character</a></li></ul>
</div></td></tr><tr><th scope="row" class="navbox-group" style="width:1%"><a href="Game_mechanics" title="Game mechanics">Mechanics</a></th><td class="navbox-list-with-group navbox-list navbox-odd" style="width:100%;padding:0"><div style="padding:0 0.25em">
<ul><li><a href="Collision_detection" title="Collision detection">Collision detection</a></li>
<li><a href="Cutscene" title="Cutscene">Cutscene</a></li>
<li><a href="Dialogue_tree" title="Dialogue tree">Dialogue tree</a></li>
<li><a href="Fog_of_war#In_video_games" title="Fog of war">Fog of war</a></li>
<li><a href="Game_over" title="Game over">Game over</a></li>
<li><a href="HUD_(video_gaming)" class="mw-redirect" title="HUD (video gaming)">HUD</a></li>
<li><a href="Invisible_wall" title="Invisible wall">Invisible wall</a></li>
<li><a href="Item_(game_terminology)" title="Item (game terminology)">Item</a></li>
<li><a href="Line_of_sight_(video_games)" title="Line of sight (video games)">Line of sight</a></li>
<li><a href="Loading_screen" title="Loading screen">Loading screen</a></li>
<li><a href="Paper_doll_(video_games)" class="mw-redirect" title="Paper doll (video games)">Paper doll</a></li>
<li><a href="Password_(video_games)" class="mw-redirect" title="Password (video games)">Password</a></li>
<li><a href="Permadeath" title="Permadeath">Permadeath</a></li>
<li><a href="Power-up" title="Power-up">Power-up</a></li>
<li><a href="Quest_(video_games)" title="Quest (video games)">Quest</a></li>
<li><a href="Quick_time_event" title="Quick time event">Quick time event</a></li>
<li><a href="Replay_value" title="Replay value">Replay value</a></li>
<li><a href="Saved_game" title="Saved game">Saved game</a></li>
<li><a href="Scripted_sequence" title="Scripted sequence">Scripted sequence</a></li>
<li><a href="Spawning_(video_games)" title="Spawning (video games)">Spawning</a></li>
<li><a href="Statistic_(role-playing_games)" title="Statistic (role-playing games)">Stats</a></li>
<li><a href="Status_effect" title="Status effect">Status effect</a></li>
<li><a href="Tank_controls" title="Tank controls">Tank controls</a></li>
<li><a href="Turns%2C_rounds_and_time-keeping_systems_in_games" class="mw-redirect" title="Turns, rounds and time-keeping systems in games">Turns, rounds and time-keeping systems</a></li>
<li><a href="Warp_(video_games)" title="Warp (video games)">Warp</a>
<ul><li><a href="Fast_travel" title="Fast travel">Fast travel</a></li></ul></li></ul>
</div></td></tr><tr><th scope="row" class="navbox-group" style="width:1%">Scenery</th><td class="navbox-list-with-group navbox-list navbox-even" style="width:100%;padding:0"><div style="padding:0 0.25em">
<ul><li><a href="Destructible_environment" title="Destructible environment">Destructible environment</a></li>
<li><a href="Instance_dungeon" title="Instance dungeon">Instance dungeon</a></li>
<li><a href="Level_(video_games)" title="Level (video games)">Level</a>
<ul><li><a href="Bonus_stage" title="Bonus stage">Bonus stage</a></li>
<li><a href="Minigame" title="Minigame">Minigame</a></li></ul></li>
<li><a href="Mini-map" title="Mini-map">Mini-map</a></li>
<li><a href="Open_world" title="Open world">Open world</a></li>
<li><a href="Persistent_world" title="Persistent world">Persistent world</a></li>
<li><a href="Procedural_generation" title="Procedural generation">Procedural generation</a>
<ul><li><a href="Map_seed" title="Map seed">Map seed</a></li></ul></li>
<li><a href="Overworld" title="Overworld">Overworld</a></li>
<li><a href="Skybox_(video_games)" title="Skybox (video games)">Skybox</a></li></ul>
</div></td></tr><tr><th scope="row" class="navbox-group" style="width:1%">Movement techniques</th><td class="navbox-list-with-group navbox-list navbox-odd" style="width:100%;padding:0"><div style="padding:0 0.25em">
<ul><li><a href="Rocket_jumping" title="Rocket jumping">Rocket jumping</a></li>
<li><a href="Strafing_(video_games)" title="Strafing (video games)">Strafing</a></li></ul>
</div></td></tr><tr><th scope="row" class="navbox-group" style="width:1%">Game modes</th><td class="navbox-list-with-group navbox-list navbox-even" style="width:100%;padding:0"><div style="padding:0 0.25em">
<ul><li><a href="Multiplayer_video_game" title="Multiplayer video game">Multiplayer</a>
<ul><li><a href="Cooperative_video_game" title="Cooperative video game">Cooperative</a>
<ul><li><a href="Player_versus_environment" title="Player versus environment">PVE</a></li></ul></li>
<li><a href="Player_versus_player" title="Player versus player">PVP</a></li>
<li><a href="Esports" title="Esports">Competitive</a></li>
<li><a href="Advance_and_secure" title="Advance and secure">Advance and secure</a></li>
<li><a href="Capture_the_flag" title="Capture the flag">Capture the flag</a></li>
<li><a href="King_of_the_hill_(game)" title="King of the hill (game)">King of the hill</a></li>
<li><a href="Deathmatch_(video_games)" title="Deathmatch (video games)">Deathmatch</a>
<ul><li><a href="Last_man_standing_(video_games)" title="Last man standing (video games)">Last man standing</a></li></ul></li>
<li><a href="Campaign_(gaming)" title="Campaign (gaming)">Campaign</a></li></ul></li>
<li><a href="Single-player_video_game" title="Single-player video game">Single-player</a></li>
<li><a href="Survival_mode" title="Survival mode">Survival</a></li>
<li><a href="New_Game_Plus" title="New Game Plus">New Game Plus</a></li></ul>
</div></td></tr><tr><th scope="row" class="navbox-group" style="width:1%">Miscellaneous</th><td class="navbox-list-with-group navbox-list navbox-odd" style="width:100%;padding:0"><div style="padding:0 0.25em">
<ul><li><a href="Emergent_gameplay" title="Emergent gameplay">Emergent gameplay</a></li>
<li><a href="Nonlinear_gameplay" title="Nonlinear gameplay">Nonlinear gameplay</a></li>
<li><a href="Twitch_gameplay" title="Twitch gameplay">Twitch gameplay</a></li>
<li><a href="Speedrunning" title="Speedrunning">Speedrunning</a></li></ul>
</div></td></tr></tbody></table></div></div><!--htdig_noindex--><div><div class="zim-footer">
This article is issued from <a class="external text" title="Last edited on 2025-05-02" href="https://en.wikipedia.org/wiki/?title=Random_encounter&oldid=1288341376">Wikipedia</a>. The text is available under <a class="external text" href="https://creativecommons.org/licenses/by-sa/4.0/deed.en">Creative Commons Attribution-Share Alike 4.0</a> unless otherwise noted. Additional terms may apply for the media files.
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