Blurb: I listen to podcasts, some of which often throw out a game design ‘nugget’. If I find a nugget interesting, I think I’m going to put a pin in it and post it here. Consolidated List

#1 Fixed Random Encounter
Between Two Cairns – BSOLO Ghost of Lion Castle – 13 Nov S4 E11
The game design idea: Instead of populating an adventure location with a set encounter, consider having that ‘set encounter’ be generated randomly in play at the table.
To be clear this is not the same thing as a ‘random encounter’, because those may or may not happen. This encounter is happening, but what is happening is determined during play.
Of course, this is not an overt recommendation to go full 100% procedural (not that I’m against procedural adventures, quite the opposite). It’s just a pinch of spice.
That’s it.
Edit: My original post (reproduced below) suffered from a bit of ‘mission creep’ – so I decided to edit the post down to be a bit more pithy (above).
(the older longer post):
The idea is to have an event/encounter happen, but where the nature of the event/encounter is random. So, not a normal random encounter (i.e. one that might or might not happen), but an event/encounter that will happen, but where the type of event/encounter that will happen is randomly generated.
So perhaps there is a room with a hole in the floor, and … [[ roll on random event/encounter table ]].
e.g. D10
1. The hole emits an extremely strong magnetic field
2. The fishing tentacle of a creature several rooms away waits to grope out
3. It’s a portable hole to exit the adventure
4. It’s a mobile hole of devouring
5. It’s a geyser, time it right and you can swim to …
6. It’s a meat chute packed with a near endless supply of unliving humanoids
7. From it is a strong air draft capable of lifting a person off the ground
8. It’s not a hole, it just looks like one – it’s a pressure plate for a trap
9. It’s a drain, a big one … that can’t be good?
10. Forget the orcs’ toilet, 6 orcs were gambling at a table drinking grog :O\

Ok, I got carried away there and not even in a particularly good way – the random table could just be your dungeon’s standard random encounter table, but where there is always a encounter at this location, perhaps because it the only source of reliable drinking water in the dungeon/forest etc.
I have little doubt this idea has been done elsewhere in published adventures, but I think there is something interesting in this idea and I just want to put a pin in it. I suppose it speaks to my ‘procedural’ sensibilities (to keep it fresh for the GM), but in this case without having to have the whole dungeon be procedural.
#PodcastTaughtMeWhat