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Random "table" with an inbuilt memory ... (sort of)
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<blockquote data-quote="Lanefan" data-source="post: 7515448" data-attributes="member: 29398"><p>I think I see what's being done there. The whole thing is just a random table but with a built-in trending mechanism, allowing some variability in the odds of sooner or later landing on a particular outcome.</p><p></p><p>For any individual application by itself it's probably easier just to bang out a weighted d% chart and have done with it. The utility here is that - assuming you've got 19 or fewer possible outcomes - you can easily plug any set of outcomes into the same matrix. He shows this flexibility by all the different examples he gives - town reactions, volcanic eruptions, tree trunks, etc.</p><p></p><p>The other utility here - and this one's far more interesting to me - is that from any particular hex you can only go to 6 other hexes, further reinforcing the "trend" idea: what's happening now somewhat determines the options for what happens next. One real-world example where this is the case is weather, and I could see using something like this to generate a trending-randomized weather matrix for somewhere in a game world. EDIT TO ADD: The one change I'd make in general would be to add a 7th option: the status quo, where you stay in the same hex. This could be done using his 2d6 model by saying that if you roll doubles other than double 1 or double 6 you stay put.</p><p></p><p>Another variable could be the strength of trend. Instead of using 2d6 you could use, say, 2d8 to make the trend stronger UP = 2, UP-RIGHT = 3-4, DOWN-RIGHT = 5-6-7, DOWN = 8-9-10-11, DOWN-LEFT = 12-13-14, UP-LEFT = 15-16, or 1d8 to increase the randomization (1, 2, 3, 4-5, 6-7, 8).</p><p></p><p>Yet a further variable is one's choice of start point. In many cases I could see this just being done at complete random, for ease and simplicity.</p><p></p><p>And if you really want to go nutballs crazy you could increase the "flower" size (i.e. add more hexes), so there's more room to move within a trend before jumping across the whole chart.</p></blockquote><p></p>
[QUOTE="Lanefan, post: 7515448, member: 29398"] I think I see what's being done there. The whole thing is just a random table but with a built-in trending mechanism, allowing some variability in the odds of sooner or later landing on a particular outcome. For any individual application by itself it's probably easier just to bang out a weighted d% chart and have done with it. The utility here is that - assuming you've got 19 or fewer possible outcomes - you can easily plug any set of outcomes into the same matrix. He shows this flexibility by all the different examples he gives - town reactions, volcanic eruptions, tree trunks, etc. The other utility here - and this one's far more interesting to me - is that from any particular hex you can only go to 6 other hexes, further reinforcing the "trend" idea: what's happening now somewhat determines the options for what happens next. One real-world example where this is the case is weather, and I could see using something like this to generate a trending-randomized weather matrix for somewhere in a game world. EDIT TO ADD: The one change I'd make in general would be to add a 7th option: the status quo, where you stay in the same hex. This could be done using his 2d6 model by saying that if you roll doubles other than double 1 or double 6 you stay put. Another variable could be the strength of trend. Instead of using 2d6 you could use, say, 2d8 to make the trend stronger UP = 2, UP-RIGHT = 3-4, DOWN-RIGHT = 5-6-7, DOWN = 8-9-10-11, DOWN-LEFT = 12-13-14, UP-LEFT = 15-16, or 1d8 to increase the randomization (1, 2, 3, 4-5, 6-7, 8). Yet a further variable is one's choice of start point. In many cases I could see this just being done at complete random, for ease and simplicity. And if you really want to go nutballs crazy you could increase the "flower" size (i.e. add more hexes), so there's more room to move within a trend before jumping across the whole chart. [/QUOTE]
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