Encounter Elements

encounterElements

The encounter palette: categories of ingredients, each a short bulleted list, that Encounters draws on when it generates random encounters.

In the editor

"Reusable ingredients the AI can combine when generating travel encounters and other unscripted events."

Editor location
Files → Other → Advanced → Encounter Elements
Editor type
Edit in Studio + View JSON
Size limits

No character-length caps for this section.

Schema

json
{
  "encounterElements": {
    "<key>": "string"
  }
}

Example

json
{
  "encounterElements": {
    "Bandit Patrol": "A group of opportunistic criminals operating in the area. They are looking for easy targets — whether they find one depends on how the player presents.",
    "Faction Checkpoint": "A patrol or guard post demanding identification and papers. How cooperative they are depends on who you appear to be.",
    "Informant Contact": "A low-level operative conducting business in the open, confident in their cover. They will not reveal their purpose unless cornered.",
    "Wandering Merchant": "A trader with a single cart moving between settlements, alert for trouble but willing to deal. Stock skews toward what the last village wanted that this one might pay for.",
    "Wounded Traveller": "A person on the road with a visible injury, asking for help, possibly truthful. The wound is real either way; the story behind it may not be.",
    "Refugee Group": "A small number of people displaced by something — fighting, fire, a faction sweep. Carrying what they could fit on their backs and short on every resource.",
    "Hunting Party": "A small group with bows or traps, working a known game trail. They are hostile only to people who interfere with their hunt; otherwise neutral and useful for direction.",
    "Lone Sentry": "A single armed watcher posted at a sightline. Reports up the chain whether the player is seen or not. Killing them creates a missing-sentry problem within hours.",
    "Strange Sign": "Markings, tracks, or evidence of recent activity that does not match the local pattern. Worth investigating; worth being careful about who else has noticed.",
    "Abandoned Camp": "Recently used and recently left. Whether the previous occupants left voluntarily and whether they will return is for the player to discover.",
    "Caravan in Trouble": "A trade caravan stopped on the road — broken axle, sick draft animal, raider scouts in the treeline. The traders pay well for help and remember those who give it.",
    "Faction Recruiter": "Someone whose job is to assess passing travellers as potential recruits. The pitch is friendly; the assessment is real."
  }
}

Behaviour

Encounter palette

encounterElements is keyed by category (Voyage ships 21, such as Inhabited Places and Criminal & Hidden), and each category holds a short bulleted list the AI draws on for inspiration when it generates an encounter.