At present the roads are not very dangerous, and some discussion/comments have gone around the ooc for a while about bandits making things more interesting and I've been thinking about what that could look like.
Proposed Principles
- Random encounters should have a cost
- The goal of random encounters shouldn't be PC deaths
- Random encounters should be dangerous for non-combat specialists and risky for combat specialists
Motives
Wealth (opportunistic): These cowardly bandits are just looking for a quick score.
- Wearing visible fine clothing, jewelry of average or higher quality, and having no obvious weapons increase the probability of an ambush.
- Armor, multiple obvious weapons, a held weapon, and poor quality clothing would all decrease the probability of an attack from these bandits.
- Having multiple members in your group decreases the probability of an attack.
- Appearing winded or more tired increases the probability of an attack.
- They'd likely rely on a sweep and surround tactic, and verbally demanding some riln.
- They might use hastily made traps (like trip ropes avoided with perception and/or acrobatics or snares avoided with perception and/or dodge).
- They're looking for quick riln, so paying them off with riln (using drop and/or pay), gems (that aren't quartz), or other valuables will likely result in them running off.
- If you drop or pay less than they demand, they may decide it's good enough and run off.
- If the PC initiates combat, they're likely to flee as soon as they get moderate or worse injuries
- If things turn violent, they're likely to use incapacitating tactics. If the PC falls unconscious they'll likely rifle through one or two bags and take any obvious riln before fleeing.
- Skill ranges are probably 100-200 range for a group, or 200-400 for an individual bandit.
- Wearing visible fine clothing, jewelry of average or higher quality, and having no obvious weapons increase the probability of an ambush.
- Armor, multiple obvious weapons, a held weapon, and poor quality clothing would all decrease the probability of an attack from these bandits. (less of a decrease than the above group though)
- Holding a package (for a long distance delivery) in hand would increase the probability of an ambush.
- Having multiple members in your group should result in each member being evaluated separately and the group's probability combined. So typically it increases the probability of an attack if one person is wearing fine clothing and no obvious weapons (provided the bandits still outnumber the group - anyone who can afford a guard's gotta be loaded), or if nobody in the group has obvious weapons (likely a bigger score for not much more risk). If the group only has people with armor and obvious weapons, lower likelihood of attack.
- Appearing winded or more tired increases the probability of an attack.
- They're likely to rely on traps (trip ropes, snares, or pit traps avoided with perception and/or acrobatics) to capture victims. They're willing to invest more time to make better and harder to see traps that they can potentially re-use in the future.
- They're looking for riln, but they're most likely to demand your riln pouch and backpack so they can maximize their score. They're likely to take things of value, including packages for long-distance deliveries and lockboxes that are still locked, but not crafting supplies or tools (they want you to earn more money for them in the future after all).
- If the PC initiates combat, they'll only flee if it looks like they're really losing, though individuals may flee with major or worse wounds. If the injuries are to limbs, they may flee, bandage themselves, rest above winded if necessary, and then re-join the fight.
- If the PC uses a pendant they'll likely gag the captured person or try to incapacitate them to rifle through their bags.
- If things turn violent, they're likely to use incapacitating tactics. If the PC falls unconscious they'll likely rifle through their bags for anything of value and all weapons. They may then leave or go back into hiding and await another victim.
- Skill ranges are probably 200-400 for group members + 100-200 for a bandit leader. Maybe 500-700 for an individual bandit.
- Wearing visible fine clothing, jewelry of average or higher quality, and having no obvious weapons increase the probability of an ambush by a human bandit.
- Armor, multiple obvious weapons, a held weapon, and poor quality clothing would all decrease the probability of an attack from human bandits.
- Having multiple members in your group decreases the probability of an attack.
- Appearing winded or more tired increases the probability of an attack.
- They would likely rely on a surround tactic and verbally demanding some food, or might try to appear weak and beg for food.
- They're looking for food and warm clothing (humans), so paying them off with food (using drop and/or give), will likely result in them running off. If too little is given (like some pine nuts), they may instead initiate combat.
- If the PC initiates combat, they're likely to flee as soon as they get moderate or worse injuries.
- If things turn violent, humans would use incapacitating tactics. If the PC falls unconscious they'll likely rifle through their bags and take all their food (and possibly other supplies like warm clothing, firestones, etc).
- Skill ranges are probably 100-200 range for a group, or 100-400 for an individual bandit.
- Having no obvious weapons would increase the probability of an ambush by a hungry beast.
- A held weapon would decrease the probability of an ambush from a hungry beast.
- Having multiple members in your group decreases the probability of an attack.
- Appearing winded or more tired increases the probability of an attack.
- Hungry animals would likely initiate combat immediately and use incapacitating or lethal tactics.
- They're looking for food, so paying them off with food (using drop and/or give), will likely result in them running off. If too little (or the wrong kind) is given (like some pine nuts for a hungry bear), they may instead initiate combat.
- If the PC initiates combat, they're likely to flee as soon as they get moderate or worse injuries.
- If the PC falls unconscious they'll likely rifle through their bags and take any readily available food of the right kind instead of killing the person (this is mostly a concession to make this not an utterly horrible experience for PCs that are not undying).
- Skill ranges are probably 100-400.
- Having a very low opposing faction score will likely result in an ambush. A pro-nethrim group may demand an oath that you stay out of the ravenwood. A pro-resen group may demand an oath that you stay out of Terueka or Dusklamp. Liberi may demand you stay away from Liberi lands. If you refuse an oath, things might turn violent. If you take an oath, they'll remember you and they may go straight to violence if they encounter you again and you have an even lower faction score (the idea being that they're watching the protected areas, so they'd notice you're breaking your oath - maybe they'd even spawn there and attack you). If they're extremists or disinclined to trust people, they may go straight to violence rather than demanding oaths.
- Having a neutral faction score may result in a request for aid or pressing into service. For example, an anti-resen group might ask you to go with them into Terueka and help kill a number of mobs. They'll loot corpses immediately, but if you contribute significantly in combat may pay you afterward. A fanatical anti-resen group may threaten you into joining them instead of asking, and attacking you if you refuse.
- Having a high faction score may result in a request for aid or recruitment. An anti-nethrim group might ask you to join them and cull some nether critters. A pro-nethrim society might ask you to join them to take out things threatening the nethrim (preferably always spawned NPCs, but detecting and targeting PCs in the area would certainly create some dynamic story stuff).
- Regardless of faction score they may ask you for riln to support the cause. Depending on faction score it may be more of a demand than a question.
- Depending on level of fanaticism, their tactics when violent may be incapacitating or lethal. I feel like lethal tactics should be reserved for people with low faction scores (as they would have lowered them by combat and are likely but not necessarily undying).
- This would be a good mechanical way to introduce people to factions (at least ones that want to be known and are interested in recruiting) and potentially increasing reputation with those factions. That will hopefully also create a foundation for RP.
The where varies with the groups, and they could all happen anywhere on the overland road areas (I'd avoid the off-world-map areas, as those tend to be linear and thus disallow avoiding trouble). Some spots are going to be favorites though. For example, a common ambush point might be outside the abandoned farm houses. There the enviornment is right so it might always have a higher probability of ambushes happening. Areas closer to crossroads also tend to be good places for ambushes. A pro-shadgard faction would likely only appear on the roads near Shadgard, dispensing vigilante justice when they feel Sheriff Cotton's gone too soft (or maybe it's the mayor holding him back too much and Cotton's in the group too - doesn't really matter). Spots that get well known for being ambush points will get talked about, people looking to avoid trouble will find different routes, people interested in finding trouble will know where to look.
Aftermath
Whether the ambush is successful or not, the mobs should persist for some amount of time (10-30 minutes maybe?) so that if people can recruit a tracker and some mercenaries, they can get their stuff back (if they lost anything) and maybe some sweet, sweet revenge. If the bandits managed to take any items that are registered, the mob should either persist until hunted down or respawn with it at a later time until it's reclaimed by *someone* (not necessarily the original owner).
Final Thoughts
And here's the hodgepodge of related thoughts that I didn't get to elsewhere:
- While I've noted some items that decrease the probability of ambush, it should always be possible to get ambushed, even if you're walking the roads in full leathers and carrying a glaive and a scowl - everyone makes mistakes, including bandits.
- Being hidden should give you a chance to avoid getting ambushed, subject to normal stealth/perception stuff.
- A rare event of entering an ambush-in-progress and finding an NPC in need of rescue would be delightful (provided it's rare enough to be fresh and exciting every time it happens, that'll probably take some time to properly calibrate).
Edit to add: Forgot to comment on surrounding. I don't know what mechanics if any are currently in place to represent surrounding, but when surrounded by a bandit group it should be possible but not particularly easy to get away. A failed attempt would likely result in a sweep or tackle to knock the PC prone and prevent future attempts. A successful escape against greedy bandits might mean getting chased by a whole bandit camp.