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A Hope: Return Variability/Randomness
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<blockquote data-quote="Tony Vargas" data-source="post: 5903870" data-attributes="member: 996"><p>One thing randomness does is take something out of the hands of both the DM and the player. That can add a sense of excitement and also a sense of existing in a "realistic" world (that is, a world that is uncaring and simultaneously unfair, yet impartial).</p><p></p><p>Using random determination, you can make the game more like a simulation by taking 'plot agency' away from both players and DM. This can really give you a sense of immersion - of making decisions as your character, rather than for your character.</p><p></p><p>The best example is character generation. Rolling random stats - in order - gives you something to work with. You're smart rather than quick or strong or persuasive or observant - if you can find a Wizard to teach you, you may have a bright future. You're big and strong, pick up a sword and you might go far. </p><p></p><p>To really take it all the way, you'd want to start with randomly determining race (weighted by the various populations, or better yet, birth rates of the various races), then culture (based on the distribution of that race among the campaign's cultures), then social class, and, only then, with modifiers for race, culture, and social class, would you roll some stats. If you're a noble-born human you might be more likely to have good STR & CON, because you have a goo diet - and if your ambition is to become a knight (and you were randomly born male), you're likely to realize it. OTOH, if the third noble son of a house traditionally goes into the clergy (and that's your random birth order), off you go to Cleric school. </p><p></p><p>A DM could go into great detail coming up with tables to determine all that sort of thing - especially if he's a bored 15 year old on his second summer vacation after discovering D&D...</p><p></p><p>*ahem*</p><p></p><p></p><p>...I have said too much...</p></blockquote><p></p>
[QUOTE="Tony Vargas, post: 5903870, member: 996"] One thing randomness does is take something out of the hands of both the DM and the player. That can add a sense of excitement and also a sense of existing in a "realistic" world (that is, a world that is uncaring and simultaneously unfair, yet impartial). Using random determination, you can make the game more like a simulation by taking 'plot agency' away from both players and DM. This can really give you a sense of immersion - of making decisions as your character, rather than for your character. The best example is character generation. Rolling random stats - in order - gives you something to work with. You're smart rather than quick or strong or persuasive or observant - if you can find a Wizard to teach you, you may have a bright future. You're big and strong, pick up a sword and you might go far. To really take it all the way, you'd want to start with randomly determining race (weighted by the various populations, or better yet, birth rates of the various races), then culture (based on the distribution of that race among the campaign's cultures), then social class, and, only then, with modifiers for race, culture, and social class, would you roll some stats. If you're a noble-born human you might be more likely to have good STR & CON, because you have a goo diet - and if your ambition is to become a knight (and you were randomly born male), you're likely to realize it. OTOH, if the third noble son of a house traditionally goes into the clergy (and that's your random birth order), off you go to Cleric school. A DM could go into great detail coming up with tables to determine all that sort of thing - especially if he's a bored 15 year old on his second summer vacation after discovering D&D... *ahem* ...I have said too much... [/QUOTE]
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