Sure, I'm not arguing that. I just don't think either "extreme" is actually possible, and like I believe mallus was saying, the "types" of DM end up running a game that is in many ways very similar. (Because in the end both rely on both randomness and DM input.)
In different proportions, yes.
Again, I don't think anyone is arguing otherwise.
Scribble said:
You've taken a random event and placed it in front of the PCs. No matter whether you created the evnt from start to finish, or you randomly rolled it, you still chose to fit it in the place you did.
I don't know that I consider them to be quite the same. A randomly generated event is self-selecting based on the dice; it is bounded in the sense that the random table isn't infinite, but the number of potential combinations may make it effectively so in the context of playing the game.
For example, I create the space encounter tables for each star system in
Traveller, so there are hard limits on the number and type of ships that can be encountered, but the range of both values can run into the scores for each system. Now multiply that number by the results of the random reaction table, and now we're talking hundreds of potential encounters just in one star system.
I created the parameters under which the encounter may occur, but I don't see that as being the same thing as choosing the encounter itself, particularly give the range of possibilities.
Scribble said:
I'm not arguing either way is better, just that it's two approaches to get to the same conclusion.
If that conclusion is fun for everyone around the table, then we're in accord.
Scribble said:
So you randomly rolled an adventure, vrs someone who creates an adventure. Neither one offers more or less "choice" for the players. You just randomly came up with an event, whereas someone else might come up with the same event based on other factors.
Yes, but remember the random encounter, versus the one created by the referee, may be much variable in terms of the degree of hazard presented to the adventurers. It's not intrinsically so, but all else being equal, my experience tells me that encounters prepared by the referee are more likely to be be close to the adventurers' "level" than those generated randomly.
Scribble said:
Maybe level appropriate means different things to different folks.
I don't design level appropriate things with the idea that the PCs will always be able to defeat their enemy. Just that in some way they have a chance. That chance might be easy, or it might be hard. I find this more realistic.
Whereas I prefer an environment that is indifferent to the adventurers, where encounters are based not on the adventurers but the setting.
Scribble said:
I also design encounters based on believability. It's not believable for the mercenary cruiser, with eight batteries of missle launchers and lasers and three times the acceleration to randomly show up in the san francisco bay outside my office.
As I mentioned upthread, pirate encounters in my corner of the Third Imperium are more likely away from trade routes, naval bases, and mainworlds. The frequency of encounters with pirates is weighted based on those parameters. If the adventurers stick to main routes and patrolled systems, their likelihood of encountering a pirate is pretty low.
Scribble said:
So while we might both use random encounters, mine are more tailored to the locations.
As are mine, but with a broader set of parameters perhaps on what can be generated.
Scribble said:
Same thing mostly, but I also intersperse some stuff based on the actions the PCs took, and how other people would logicaly react to that, or what I've decided some NPCs are up to, or just what my group finds fun collectively.
Of course. One of the fun things about sandbox games for me is that random encounter can develop into a close alliance or a bitter rivalry, based on the actions and reactions of the adventurers and the non-player characters.
Scribble said:
Same mostly. I tend to find that what some find promotes Coherence, internal consistency, verisimilitude promotes the opposite in others. I think it has to do with how people interpret and use the rules.
Agreed.