I need the first three paragraphs of a blog post about why using random encounters in RPG dungeons can make them more interesting. Focus on how it can make failing checks - like listening at doors, opening locks, etc. - more impactful. Contrast this with other methods for making these dice rolls meaningful. 300 words maximum.
Sometimes in tabletop roleplaying games like Dungeons & Dragons, rolling the dice feels a little pointless. Does the rogue open the door? Well, not that time, but they can just try again, right? Do they hear anything on the other side? Maybe not yet, but more time could reveal something. They have all the time in the world, right?

If you're rolling for a random encounter each round, they may not have all that much time to work with. If the rogue doesn't open the door, they might have to contend with a wandering monster. The possibility of an additional threat adds weight to every die roll, decision, and delay. There are other ways to do this, of course. Some GMs let the roll stand and don't allow retries. Some allow only those characters who are skilled in a task to perform it, and if they fail, that's it. But those usually require hard rulings on the part of the DM.

Using random encounters is a very natural way to create tension and make every failed die roll matter. In this article, we'll dive into exactly how random encounters accomplish this. It all comes down to encouraging players to make decisions on how much time they really want to spend rolling the dice on a given task.