Trying to make some encounter generation tables that are as easy as possible to use at the table. For me that means having everything on a few pages, always rolling the same dice (i.e., its always a d6 roll, or percentile roll, etc.) so there’s no looking around for the right dice, and rolling on as few tables as possible to get a workable result. I love the simplicity of the d6 tables in things like the Planarch Codex, but d100 rolls obviously have a lot more flexibility. d100 rolls seem somehow at odds with the DW play aesthetic though, is that just me?
In any case, my goal is tables that create quick prompts for the GM and players to run with, not utterly comprehensive encounter generation. There will be basic tables for non-threatening encounters (“Discoveries”) and threatening encounters (“Dangers”), then a host of optional tables for determining further detail if needed (“Aspects”). None of these tables is terrain-specific — the GM’s job is to integrate the results of a given roll with the physical context. So, for instance, if the party is crossing a desert and they roll a Danger: Natural Hazard > Aspect: Element: Water-Based, the GM might decide they find an oasis but the water is poisoned, or they enter an area of oobleck-like quicksand. If she wanted more detail before making a decision, she could choose another Aspect to roll, like Age, Visibility, etc.
I would love to hear opinions on this basic approach, what sort of dice people like to roll for this sort of thing, and suggestions for random generation resources already out there that I should look at.