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Random Encounters — Card Draws, Crises & Opportunities

An encounter is the world acting on a player who was expecting an ordinary session: the fridge dies two hours before service, a big client calls with an offer. Each encounter is a card, either a crisis or an opportunity, and each card points at a milestone. When it's time, the player is dealt a hand of face-down cards on the Journey and turns one over. That locks them into the card's milestone until they finish it, and inside it an Encounter Choice step makes them decide what to do, with the price of every option shown up front.

Encounters are an optional layer. A straightforward adventure without any is a completely valid, often clearer, design. Reach for them when you want the program to push back.

Turning Encounters On

Encounters run on energy, so they only happen when the adventure's Energy Points (EP) feature is on (Adventure Settings → Features). Switch it off and no hands are dealt, and the Random Encounters panel disappears from Stats. Staff — GMs, NPCs and admins — are never dealt a hand.

How the Pieces Fit

  1. The milestone. Build the milestone the encounter will load: the situation as ordinary steps, and an Encounter Choice step for the decision. Give each encounter a milestone of its own, open to all paths.
  2. The card. Manage Content → Encounters → New Encounter, pointed at that milestone.
  3. The group. Put the card in a group. The group decides when a hand is dealt and how often.

Groups Decide When

Groups sit at the top of the Encounters tab. Add group opens the form:

Conditions and schedule answer different questions. The conditions say the player is ready for this kind of thing (level 5, the Week 2 Tabi finished); the schedule says how often it then happens.

Conditions live on the group, not the card, on purpose. A card with its own gate would turn the draw into a milestone that auto-loads at a set point; the randomness only means something when the group is gated and the card inside it is chance. So make one group per distinct rule set.

One hand at a time. If several groups are ready, only the lowest Order deals; the rest wait. And no new hand arrives until the player has finished the encounter they picked, which paces the whole thing without a timer.

Cards left Uncategorised have no conditions and no schedule, so they're always available. They deal a hand of eight, in red if the hand holds any crisis and green otherwise, and only when no authored group is ready. A Draft group parks its cards: nothing in it is dealt. Deleting a group moves its cards back to Uncategorised; it never deletes them.

Cards: Crises and Opportunities

New Encounter opens the card editor:

Assign a card to a group from the Group dropdown on its row in Manage Content. Each row also edits art, name, kind, colour and weight in place, and calls out anything that would stop it working: "No milestone — cannot fire", "staff-fired only", a date window that hasn't opened or has passed, and how many players have already faced it. The header sums it up: how many cards can be dealt right now, how many are scheduled, and how many cannot fire.

The Draw and the Lock

A hand is dealt on the player's next Journey visit. The cards are a weighted sample of the group's eligible cards, with no duplicates, and the hand is saved the moment it's dealt, so reloading shows the same cards rather than a reshuffle. The player turns one over; the others go back in the pool untouched.

Picking a card sends the player into its milestone, and from then until they finish it, opening the Journey takes them back there. Only the Journey is locked: the Garden, Tasks and the Item Shop stay open, which is what makes recovering from a setback possible. The lock also opens that one milestone even if its own gating (a level requirement, say) would normally keep the player out, so a setback that costs a level can't strand anyone.

An unresolved encounter takes priority over everything else on the Journey, a freshly dealt hand comes next, and only then does an autoload milestone run.

The Encounter Choice Step

Add an Encounter Choice step to the milestone (it's in the Flow group) and use Add Option for each choice. Every option has:

The player sees what they have, and every option's BLOO and energy price, before choosing. The XP change isn't shown on the option, so mention it in the description if you want the player to weigh it. Prices are charged on the server from your settings, and only once per encounter, even if the player fails the milestone and plays it again.

The economy rule: BLOO can go negative, energy can't.

Every encounter needs at least one option that costs 0 energy. Without one, a player with an empty tank is stuck in a locked milestone. The editor warns you, but it's your job to include it. As a backstop, if nothing is affordable the step tells the player they're out of energy and offers Go and recover, a link to their Tasks.

That's why encounters and the Garden belong together. Garden Tasks can pay Reward Energy, and they're how a player earns back what encounters spend. If your encounters charge energy, give players a task or two that restores it. See Running the Garden as a GM.

Running a Deck

On the Stats page, the Random Encounters panel reports each encounter split by choice: how many players took each option, and what it cost them in total and per player. Only currently enrolled players are counted, so a GM testing a card doesn't move the numbers. See The Stats Dashboard.

Designing Good Encounters

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