Random Defense

Post/Author/DateTimePost
#1

zombiegleemax

Sep 22, 2005 15:34:46
Or Defending using Random Generation Tables Found in the Core Rule Books

I have noticed threads where a poster states they use random generation for a portion of their campaign, such as random encounter generators, and in response, there is dissatisfaction with random elements in a campaign. Based on these responses, I believe that posters here believe random elements are a negative thing in a campaign. Negative responses are either it ruins the story arc or it is too deadly to rely on.

However, because I use random elements in my campaigns and I am currently running a campaign that is mostly randomly generated, I feel a defense of randomness is in order. I am writing this because I the better majority of actual games played use some form of random elements. This is based off of years of playing in many groups that have used things like random encounters and random treasure generation at various levels; some use them sparingly while others rely solely on them.

The main argument against random elements is that they can be dangerous for the party resulting in the death of a PC or a TPK (total party kill). However, if the random tables presented in the core books are used appropriately and the random encounters are run according to the rules for encounters (i.e. they are not always meant as a fight to the death between party and encounter), the random tables can be used effectively and can make for some interesting situations and encounters.

First, one must consider the purpose of using random tables. This is simple, they are meant to make the DM’s job faster and easier. Basically, anything the DM did not prepare beforehand can be easily handled by using the random tables. The tables can be used easily to create the skeleton or backbone for any good adventure.

To use this framework appropriately, however, the DM does need to spend sometime before hand in preparation. Whether the campaign word is personally created or borrowed, the DM should have some familiarity with it before running a game it in. Knowing the world or environment the PCs are adventuring in allows for appropriate use of the random tables. Even in the sections of the book that outlines sample random tables, the suggestion is made to tailor the random tables to suite the campaign being ran.

So, when the framework of random tables is used, even on-the-fly, and the DM is familiar with the campaign world, then the DM can supply the necessary elements to adjust the randomness to suit their world. For the less knowledgeable DM, a little prep more work before each game will help.

As to the ruining of a good story arc, this is further off from the truth than random elements being deadly. In fact, running randomly will actually put the powers of story creation back into the hands of the players. It will allow them to create their own stories rather than playing at a story created by the DM. All the intriguing elements that can be pre-plotted in a massive story arc can be included in randomly designed campaigns. This goes back to campaign world knowledge however. Though, now the players can choose their own destiny.

In conclusion, using random elements can assist the DM in running the game and can actually make for exciting stories and encounters for the party. The DM must have some knowledge beforehand of the world that the campaign is being run in, they should prepare some custom random tables based on this knowledge and they should use the tables appropriately. Appropriate use is to create an interesting situation, not to line up the next death match for the party. Using it appropriate can and will lead to interesting story arcs driven by the players and not the DM.
#2

zombiegleemax

Oct 03, 2005 13:28:39
I would go slightly further than this post and say that random elements are not merely useful in time-saving but actually essential. Random elements allow the game world to impinge on the characters. A random encounter doesn't care about the story arc, or the players’ goals, or the characters quest. It has its own objectives, which are entirely tangential to the players. Without introducing random elements there is a danger that any adventure or campaign can become stale, and the players can begin to get the impression that the game world revolves around them (which obviously it does, but it is nice to maintain the illusion.).

Robert