diff --git a/gm.tex b/gm.tex
index 6f6a76c30d0258d245ea6c8d4496bd1befd78ca7..1bb609738cc39651160a1035bdb482e4739bfde4 100644
--- a/gm.tex
+++ b/gm.tex
@@ -156,12 +156,75 @@ If you have a campaign book such as \textit{Adventures in Fenestra}, you'll find
 
 \subsection{Running Encounters}
 
-When the party encounter something, start by considering the antagonist's reaction.
-If undead, they should attack immediately.
-Tradesmen may startle easily, and might hide their goods at the side of the road or flee.
+\subsubsection{Distance}
+
+Anyone the party meet on a road either comes in front of them, or behind.
+Flip a coin, to find out if the encounter is \textit{head}ing towards them, or at their \textit{tails}.
+
+On more open terrain, you can roll $1D6$ to pick a direction.
+`1' means 'ahead', `2', means 'ahead from the right', `3' means 'behind from the right', `4' means `from behind', and so on.
+
+Roll the encountered creature's Wits + Vigilance at \gls{tn} 7, minus the party's Wits + Vigilance.
+This shows who spots whom first.
+
+\begin{wrapfigure}{R}{.23\textwidth}}
+
+\begin{rollchart}
+
+	Roll & Distance \\\hline
+
+	10 & Griffins sees the party first, 40 squares away. \\
+
+	9 & Griffins sees the party first, 20 squares away. \\
+
+	8 & Griffins sees the party first, 10 squares away. \\
+
+	7 & Party sees the griffin first, 10 squares away. \\
+
+	6 & Party sees the griffin first, 20 squares away. \\
+
+\end{rollchart}
+
+\end{wrapfigure}
+
+The basic encounter distance is 10 squares in a dense forest, 40 on an open road, and 80 squares on a flat plane.
+Each roll on the margin doubles this distance, and this works both ways.
+For example, were the party (Wits + Vigilance = 1) to encounter a griffin (Wits + Vigilance = 4), the \gls{tn} would be 8, and the griffin would roll at +4.
+
+If one side wants to sneak up on another, another roll can be made with Dexterity + Stealth, vs the target's Wits + Vigilance.
+Those sneaking away gain a bonus equal to the previous roll's margin.
+
+\subsubsection{Reactions}
+
+\begin{wrapfigure}{L}{.23\textwidth}
+\begin{itemize}
+
+	\item
+	Direction
+	\item
+	Distance
+	\item
+	Reaction
+
+\end{itemize}
+\end{wrapfigure}
+
+Next, consider the other side's reaction.
+A group of twenty goblins will obviously attack any small party of adventurers, but never a group of three.
+That said, three goblins could follow the party for a while, hoping to see them lying down and vulnerable.
+
+Bandits may react similarly, but can also show more intelligence.
+They could demand the party pay them some gold in return for being left alone.
+
 When in doubt, roll on the morale chart before combat can begin (page \pageref{morale}).
 
-Next up, ask the party to roll Wits + Vigilance, at \gls{tn} 7, vs the opponent's Wits + Vigilance to see how far away they spot their opponent.
+\subsubsection{Peaceful Encounters}
+
+Peaceful encounters mostly make scenery.
+If the players successfully hide from something nasty, it tells them about what kinds of creatures inhabit this area.
+If they find a trader on the road facing towards them, he may share some gossip, or just assume they might rob him and try to his wares.
+
+Of course, any friendly people travelling towards the party will want to join them for safety in numbers.
 
 \end{multicols}