A complete "random" world. Forked Thread: On the Value of Uncertainty

Remathilis

Legend
Forked from: On the Value of Uncertainty

Irda Ranger said:
Die roll. No question. The polyhedrals are the defining element of an RPG (even if they're calculated by a computer). EGG sought out and collected random-result generators specifically to take the DM out of the decision loop.
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Couldn't agree more. See my sig. The DM who wants to "tell a story" should write a novel. Telling a story is not what D&D is for. D&D is a game that has multiple participants while a story-telling situation is by its nature a one-way medium.

This has made me wonder...

Would it be possible to make a "random" world, or play D&D solely on the random table-generators?

To elaborate: The main rule would be; "whatever the DM can determine by random-roll, must be". It falls to the DM to interpret the roll and have it make narrative sense, but not to "tell a story" or even provide a larger narrative. Just keep the action moving. Instead, the PCs (and how they react to the otherwise "random" roll) would be the main narrative thrust.

No overaching metaplots, no demon invasion, no uber-NPCs. Just what the dice say.

For example, the PCs decide to ride out to the next town, which the DM rolls is two days away. They go to the local shop (which might be named via generator) and talk with the shop keeper. Since the shop keeper is impressed by their diplomacy check (moving his initial attitude from indifferent to friendly), he tells the PCs a rumor off the random-rumor chart. Seems its rumored their is an old mine not two days travel from here, and strange sounds come from it at night (true). The PCs decide to investigate. After two days of traveling in rain (randomly generated weather) and meeting and defeating some local bandits (random encounter) they make it to the old mine. Inside, they face some randomly determined foes from a chart of appropriate CR foes (carefully watching for nonsensical results, re-rolling or having no encounter as appropriate) they reach the end and find a powerful foe (randomly determined?) guarding a magical sword (+4, which is powerful but the dice were favorable). However, along the way the dwarf died in combat (critical hit) and now the group go back to town to see if there is a high-enough level cleric in town (random town population) to cast raise dead, perhaps trading that +4 sword for the favor...


At any of those rolls, things could have been different. Perhaps the rumor is false and the PCs go on a wild goose chase. Perhaps they botch the diplomacy check and he doesn't say anything at all (or worse, lies and leads them to a worse fate). Perhaps instead of a +4 sword, its a scroll of fireball. Perhaps instead of bandits they defeat, its hill giants! Etc...

Could D&D on the dice like this work? Has anyone tried it? Would it lead to more headaches (nonsensical monster encounters, overpowered treasure) or less (freedom from PCs trampling or otherwise screwing up plots and such?)

discuss.
 
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That sounds like a lot of my 1e games, and the 1e DMG definitely supports this mode of play. Random rumors, random encounters, random treasure. Heck, random prostitute types.

I think that paradoxically (?), a fully random world is more work for the DM than a non-random world, because he has to do so much more dice-rolling and encounter-creation on the fly.

I also think that some players do not want a fully random world. They want there to be some kind of overarching plot to give them an idea of what they're supposed to do.
 

I think that, while as a player this might be kind of fun, as a DM it would be like being forced to sing constantly while in a tiny bamboo cage.
 


1e could be played like that with great ease. Especially after characters were 4th level or so, I played many such sessions as these.

The players would decide that they'd want to wander the wilderness, roll encounters using the DMG and fight whatever showed up. Sometimes it might be a bunch of Ogres, or maybe a band of 200 orcs.

For dungeons, I used to use the "Random Dungeon Generator" at the back of the DMG for making maps and then use the "Monster/Treasure Assortment" packs to roll randomly for the creatures and loot.

Sure, we'd play games that were more pre-planned, but it wasn't necessary.

There was a whole different vibe, the players were supposed to be pro-active, and the DM would react, rather than today when they just sort of sit around waiting for the plot hook to drag them along.

Even today it just doesn't seem right to me that a campaign is supposed to be a "Search for the next big bad evil guy." To me , I just expect it to be "a bunch of stuff that happens as the PC's try to get rich, and piss people off as it happens."
 

As other's have said, what you described is almost the default play style of 1e.

In fact, I'd suggest that the default play style of D&D was loosely sculpt a plot involving a chain of distantly connected somewhat detailed adventure sites and fill in all the rest randomly or at a whim. Examining alot of early 1e mega-modules and adventures suggests that what you describe is pretty much exactly how they are intended to be played.

Provided you keep you hand loosely on the wheel, what you describe works just fine. Most DM's will benefit somewhat from determining (randomly) some of the things that they know they'll need to determine before beginning the session (the weather for the next few days, for example), but if you are particularly experienced or good at extemporaneous play even that isn't essential.
 

Forked from: On the Value of Uncertainty



Could D&D on the dice like this work? Has anyone tried it? Would it lead to more headaches (nonsensical monster encounters, overpowered treasure) or less (freedom from PCs trampling or otherwise screwing up plots and such?)

discuss.

More headaches. Every encounter has to be generated on the spot while the players sit around idle, lots of things will happen that make little sense in the specific context, sometimes the PCs will fight something hideously hard and get jack for reward and sometimes they'll kill something weak and get too much treasure, etc, etc.

Most importantly, my last experience of a DM who ran his wilderness adventures this way was dying in total droves.
 

As a player, I like to at least have the illusion that there's some point to it all. Otherwise, I'd be better off playing a randomly-generated dungeon-crawl computer game.
 

I tried it. It's very fun, for a one-shot. For a campaign, definitely not - both my players and I feel a strong need for a plot, a sensible goal. But a single game session played "by the random tables" gains much form its unpredictability and is a good excercise in improvisation for everyone at the table.
 

For those who are interested in having a plot alongside this method, I think that could be done.

Say there is a plot - the party is looking for the MacGuffin, say. The DM has an idea of where it is, and several tables for rumors regarding it (a set of minor rumors, a set of medium rumors, a set of major rumors, a set of false rumors, etc). Setting up the tables might require some planning, since you might want to avoid the PCs putting things together too quickly.

Entering a new town? Randomly determine if someone here knows what's going on. PCs talk to that someone? Randomly determine what they know. Bam, now the players have another piece of the puzzle, along with whatever randomness is happening in town.
 

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