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<blockquote data-quote="jgsugden" data-source="post: 8822430" data-attributes="member: 2629"><p>Noble intent, problematic implementation. Randomness is most useful when you have to put something unexpected together quick. However, it won't give you optimal results if you have time to plan.</p><p></p><p>Instead of going random, add elements to each combat that make sense given the location, time and parties involved in the combat. Figure out what complications will make that combat unique and interesting and then introduce them.</p><p></p><p>For each combat you run, I suggest you ask the following questions:</p><p></p><p>1.) What about the environment could be unique in this combat and add some unusual challenges for the PCs.</p><p>2.) What are the victory conditions for the PCs? Can it be (and should it be) something other than killing all foes?</p><p>3.) Are there nearby entities that would be attracted to the sounds of combat? How long would it take them to arrive? What would they do? What would trigger them being notified?</p><p>4.) What do the potential foes want to achieve? </p><p></p><p>If you ask those four questions when dropping combats into a game it can really improve the quality of the story you're telling via those combats.</p></blockquote><p></p>
[QUOTE="jgsugden, post: 8822430, member: 2629"] Noble intent, problematic implementation. Randomness is most useful when you have to put something unexpected together quick. However, it won't give you optimal results if you have time to plan. Instead of going random, add elements to each combat that make sense given the location, time and parties involved in the combat. Figure out what complications will make that combat unique and interesting and then introduce them. For each combat you run, I suggest you ask the following questions: 1.) What about the environment could be unique in this combat and add some unusual challenges for the PCs. 2.) What are the victory conditions for the PCs? Can it be (and should it be) something other than killing all foes? 3.) Are there nearby entities that would be attracted to the sounds of combat? How long would it take them to arrive? What would they do? What would trigger them being notified? 4.) What do the potential foes want to achieve? If you ask those four questions when dropping combats into a game it can really improve the quality of the story you're telling via those combats. [/QUOTE]
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