Known encounters. Known encounters ALL THE WAY, except in dungeon crawlers.
If I'm playing a story-based JRPG, having random encounters happen kinda kills the flow and the mood and is not only jarring, but it's dumb design. If I, as a player have no idea when to expect an encounter, then it feels like the game is deliberately toying with me and that I have no control. That's a bad feeling.
Dungeon crawlers get a pass, though, since the way the game is designed, having to go through many many encounters to wear down your party and supplies is the whole point. Although I DO prefer to have a "proximity" alarm (a la Etrian odyssey), which warns you when you're close to being ganked by a random encounter. It's very helpful and causes tension and anticipation.
I've made a few RPGs myself and I have ALWAYS stuck with Known Encounters. It's more fun that way, and can turn simple patrol routes of monsters into a mini-puzzle of sorts.
Although when I do finally get to making that sci-fi dungeon crawler, I'll be using the "random encounters with proximity warning" thing.
If I'm playing a story-based JRPG, having random encounters happen kinda kills the flow and the mood and is not only jarring, but it's dumb design. If I, as a player have no idea when to expect an encounter, then it feels like the game is deliberately toying with me and that I have no control. That's a bad feeling.
Dungeon crawlers get a pass, though, since the way the game is designed, having to go through many many encounters to wear down your party and supplies is the whole point. Although I DO prefer to have a "proximity" alarm (a la Etrian odyssey), which warns you when you're close to being ganked by a random encounter. It's very helpful and causes tension and anticipation.
I've made a few RPGs myself and I have ALWAYS stuck with Known Encounters. It's more fun that way, and can turn simple patrol routes of monsters into a mini-puzzle of sorts.
Although when I do finally get to making that sci-fi dungeon crawler, I'll be using the "random encounters with proximity warning" thing.