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How do you use Random Tables?

Started by RPGPundit, January 19, 2012, 12:20:57 PM

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Opaopajr

I used random tables for random encounters, and that was fun. I'm still trying to get the hang of using random tables for Reaction Rolls, but I have to remember to ask, or interpret, the party's posture and then roll, which I sometimes forget in the heat of the moment. I found generic reaction rolls w/ a Charisma+Posture modifier works well and then I use a specific polyhedron as a friction die.

Like, hostile encounters have a d4, whereas an amiable encounters have a d20. And I count up from 1~die max to determine how much friction they'll tolerate before no more talking (whether that means going away or attacking is another story). And depending on the reaction roll I already start somewhere along the range. Sort of a work in progress; I'd like to create a tighter Random Table for it.

I'm very loose with when I allocate XP and treasure; I've gone more than a few sessions without allocating each, just keeping up with the story. But a few random treasure table rolls behind the scenes keeps things interesting when it comes to allocation. As you can see, most of my GMing is based on event management and exploration, not as much combat and treasure collecting, so my tables usage is still loose. But my efforts to use them have been quite fun.
Just make your fuckin\' guy and roll the dice, you pricks. Focus on what\'s interesting, not what gives you the biggest randomly generated virtual penis.  -- J Arcane
 
You know, people keep comparing non-TSR D&D to deck-building in Magic: the Gathering. But maybe it\'s more like Katamari Damacy. You keep sticking shit on your characters until they are big enough to be a star.
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APN

More as a guideline. I'd roll, take a look at the result above and below the roll, then pick the nearest thing appropriate. That was after I stuck to the results like glue for ages and the players would stagger from dungeons with hauls of swords +1. Must have been a run on them in that eon or something, but the players were starting to guess how many more swords +1 (of various enchantments, admittedly) they'd have by the end of the adventure, so I figured I'd vary it. Never had the same problem with Wandering Monsters, but we did used to wonder why a small group of goblins would be wandering through an Orcs lair, especially armed and not dressed for dinner (as in, dipped in sauce and rolled in breadcrumbs).

RPGPundit

I often use random tables that are from a totally different game, with a different setting or genre to the one I'm playing, and then try to think of what the equivalent result for what I rolled would be in the world I'm actually running.

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Rincewind1

Btw, on the topic - anyone has a good Rumour table for Sword & Sandals DnD? I could really use one.

Or, well - just a good rumour table. I can shift it to fit my campaign. I needed one damn bad today.
Furthermore, I consider that  This is Why We Don\'t Like You thread should be closed

_kent_

I think they serve well when used to generate extremely complicated environments such as cavern systems but I *hate* the way many gamers use them to generate plot and character and wacky items,

Black or White - 50/50
Coal or Snow - 50/50

White coal and black snow! Wow that's awesome and I didn't have to think!

jeff37923

It depends on what I want out of the random table. Sometimes it is just for inspiration, sometimes it is for actual outcomes.

Like the Lifepath tables from Mekton are the ones I use the most because I can apply them to any NPC in any game system, not just anime mecha genres. Sometimes I just go with what's rolled, sometimes I only use certain parts to flesh out aspects of a NPC that are blank, sometimes I just look at the tables without rolling any dice and choose what sounds interesting and fits the NPC concept the best.

Random tables are tools and have more uses than just what is originally intended.
"Meh."

Elfdart

I use them the same way Bill Walsh used scripted playcalling: to avoid falling into a predictable pattern. Whether people realize it or not, we are creatures of habit, and a good way to make sure you don't keep repeating encounters or treasure is to let the dice decide.

That is, until you've rolled "goblin patrol" for the third time in a row.
Jesus Fucking Christ, is this guy honestly that goddamned stupid? He can\'t understand the plot of a Star Wars film? We\'re not talking about "Rashomon" here, for fuck\'s sake. The plot is as linear as they come. If anything, the film tries too hard to fill in all the gaps. This guy must be a flaming retard.  --Mike Wong on Red Letter Moron\'s review of The Phantom Menace

Kaldric

Here's a link to a fairly generic table of rumors that could easily be repurposed to "Sword and Sandal" play.

222 Rumors

Rincewind1

Quote from: Kaldric;507760Here's a link to a fairly generic table of rumors that could easily be repurposed to "Sword and Sandal" play.

222 Rumors

Thanks a lot! I usually can come up with the stuff of my own, but it's always good to have a source of resources in time of "crisis".
Furthermore, I consider that  This is Why We Don\'t Like You thread should be closed

Benoist

Quote from: jeff37923;507639It depends on what I want out of the random table. Sometimes it is just for inspiration, sometimes it is for actual outcomes.

(...)

Random tables are tools and have more uses than just what is originally intended.

Quote from: Elfdart;507747I use them the same way Bill Walsh used scripted playcalling: to avoid falling into a predictable pattern. Whether people realize it or not, we are creatures of habit, and a good way to make sure you don't keep repeating encounters or treasure is to let the dice decide.

That is, until you've rolled "goblin patrol" for the third time in a row.

Combine these two posts, and that's basically my opinion on the matter.

Sometimes it's best to adapt whatever you come up with rolling on a random table, the point being that whatever result shows up jolts your imagination and hopefully takes it into different directions to come up with varied, non-intended elements of play. Sometimes, it'll be best to stick to what the table shows for this very same reason. And sometimes, the point of the table is actually to roll with the results and stick with them, what Jeff describes as "actual outcomes" tables, like career paths, or critical hits in Rolemaster, etc.

So random tables can be used in any number of ways. It's more of a question of circumstances and purpose of the table to begin with, to me.

Rincewind1

Quote from: Benoist;507762Combine these two posts, and that's basically my opinion on the matter.

Sometimes it's best to adapt whatever you come up with rolling on a random table, the point being that whatever result shows up jolts your imagination and hopefully takes it into different directions to come up with varied, non-intended elements of play. Sometimes, it'll be best to stick to what the table shows for this very same reason. And sometimes, the point of the table is actually to roll with the results and stick with them, what Jeff describes as "actual outcomes" tables, like career paths, or critical hits in Rolemaster, etc.

So random tables can be used in any number of ways. It's more of a question of circumstances and purpose of the table to begin with, to me.

Ah - I'd distinct between Random Generation Tables (such as treasures), and Random Outcome Tables (such as critical hits in Warhammer).

I use both as inspirations, but I tend to stick to the latter type much more. If only because (at least as far as Warhammer's concerned), not only they are nifty written, but also are reasonably balanced as far as PC's death is involved.
Furthermore, I consider that  This is Why We Don\'t Like You thread should be closed