Fantasy Encounters provides a method for generating adventures on the fly. The tables demonstrate how the classic wandering monster should not be generated based on time, but instead added as a series of usually escalating bad situations. Each event might build from the previous, or all could calm down as the adventure moves forward from phase to phase. Created as a companion of the Fantasy Mission Generation, these mechanics have been used successfully to play flip-card adventures with or without a Ref. I’d call them random, except these are not just percental dice dumps of a monster manual. Includes examples of personal encounters, campaign events and Digression tables to reunite the players after mishap. Complete rules as published at LA conventions in 1990.