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Do You Prefer Sandbox or Party Level Areas In Your Game World?
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<blockquote data-quote="Xetheral" data-source="post: 8219707" data-attributes="member: 6802765"><p>Thanks for the detailed explanation!</p><p></p><p>I understand your interest in exploring a fixed initial data state, and I understand that, in a nod to practicality, a probabilistically determined initial data state is acceptable to you.</p><p></p><p>What I don't yet understand is where the point is located along the line from rigid procedural generation to DM ad-hoc creation where you feel you lose the experience of exploring a fixed initial data state. I've listed a bunch of examples located at various points along that line, and I'm interested in learning which examples you think would still provide the experience you're looking for. If your answers depend on whether or not the DM and/players knows about the deviation from the prescribed procedural generation, I'm interested in that too.</p><ol> <li data-xf-list-type="ol">The DM makes a mistake, and inadvertantly uses the wrong random table (maybe swapping the table for the table from an adjacent hex) or the wrong random number generator (maybe rolling 1d12 instead of 2d6).</li> <li data-xf-list-type="ol">The dice used to randomly select items from the tables are not fair.</li> <li data-xf-list-type="ol">The dice used to randomly select items from the tables are not fair, and are (somehow) biased towards results the players would find the most enjoyable at any given moment.</li> <li data-xf-list-type="ol">The DM occasionally chooses to ignore the random result from the table in favor of a different, randomly selected result from the same table, based only on OOC factors (e.g. rerolling when a non-combat encounter comes up too many times in a row, knowing that the players are itching for combat).</li> <li data-xf-list-type="ol">The DM routinely chooses to ignore the random result from the table in favor of a different, randomly selected result from the same table, based only on OOC factors (e.g. rerolling when the DM thinks the rolled result won't be fun based on the players' current moods).</li> <li data-xf-list-type="ol">The DM occasionally chooses to ignore the random result from the table in favor of a different, purposefully selected result from the same table, based only on OOC factors (e.g. picking a combat encounter, knowing that the players are itching for combat after a long run of non-combat encounters).</li> <li data-xf-list-type="ol">The DM routinely chooses to ignore the random result from the table in favor of a different, purposefully selected result from the same table, based only on OOC factors (e.g. picking a different result based on the what the DM thinks the players would find most fun).</li> <li data-xf-list-type="ol">The DM occasionally rolls two sets of dice, and chooses whichever result from the table the DM thinks the players will most enjoy.</li> <li data-xf-list-type="ol">The DM routinely rolls two sets of dice, and picks whichever result from the table the DM thinks the players will most enjoy.</li> <li data-xf-list-type="ol">Between sessions, the DM updates the tables to remove entries that are no longer relevant in response to in-game events (e.g. removing unique foes that have been defeated).</li> <li data-xf-list-type="ol">On the fly, the DM updates the tables to remove entries that are no longer relevant in response to in-game events (e.g. removing unique foes that have been defeated).</li> <li data-xf-list-type="ol">Between sessions, the DM updates the tables to replace removed entries with new content that makes sense based on in-game events (e.g. settlers moving in to now-safer territory).</li> <li data-xf-list-type="ol">On the fly, the DM updates the tables to replace removed entries with new content that makes sense based on in-game events (e.g. settlers moving in to now-safer territory).</li> </ol><p>Importantly, examples ## 1-9 only lead to results that were possible under the initial data state, and ## 10-11 only update the initial data state to keep it self-consistent. Examples ## 12-13 change the initial data state, but only to maintain a constant variety of content (e.g. it avoids empty hexes). In none of the examples is the DM tailoring the results from the tables to the characters (although ## 3-9 tailor the results from the tables to the <em>players</em>, to various degrees). I'm particularly curious about your response to example # 3--even though it is implausible, as it introduces deliberate bias to the results from the tables, without the DM themselves being biased.</p></blockquote><p></p>
[QUOTE="Xetheral, post: 8219707, member: 6802765"] Thanks for the detailed explanation! I understand your interest in exploring a fixed initial data state, and I understand that, in a nod to practicality, a probabilistically determined initial data state is acceptable to you. What I don't yet understand is where the point is located along the line from rigid procedural generation to DM ad-hoc creation where you feel you lose the experience of exploring a fixed initial data state. I've listed a bunch of examples located at various points along that line, and I'm interested in learning which examples you think would still provide the experience you're looking for. If your answers depend on whether or not the DM and/players knows about the deviation from the prescribed procedural generation, I'm interested in that too. [LIST=1] [*]The DM makes a mistake, and inadvertantly uses the wrong random table (maybe swapping the table for the table from an adjacent hex) or the wrong random number generator (maybe rolling 1d12 instead of 2d6). [*]The dice used to randomly select items from the tables are not fair. [*]The dice used to randomly select items from the tables are not fair, and are (somehow) biased towards results the players would find the most enjoyable at any given moment. [*]The DM occasionally chooses to ignore the random result from the table in favor of a different, randomly selected result from the same table, based only on OOC factors (e.g. rerolling when a non-combat encounter comes up too many times in a row, knowing that the players are itching for combat). [*]The DM routinely chooses to ignore the random result from the table in favor of a different, randomly selected result from the same table, based only on OOC factors (e.g. rerolling when the DM thinks the rolled result won't be fun based on the players' current moods). [*]The DM occasionally chooses to ignore the random result from the table in favor of a different, purposefully selected result from the same table, based only on OOC factors (e.g. picking a combat encounter, knowing that the players are itching for combat after a long run of non-combat encounters). [*]The DM routinely chooses to ignore the random result from the table in favor of a different, purposefully selected result from the same table, based only on OOC factors (e.g. picking a different result based on the what the DM thinks the players would find most fun). [*]The DM occasionally rolls two sets of dice, and chooses whichever result from the table the DM thinks the players will most enjoy. [*]The DM routinely rolls two sets of dice, and picks whichever result from the table the DM thinks the players will most enjoy. [*]Between sessions, the DM updates the tables to remove entries that are no longer relevant in response to in-game events (e.g. removing unique foes that have been defeated). [*]On the fly, the DM updates the tables to remove entries that are no longer relevant in response to in-game events (e.g. removing unique foes that have been defeated). [*]Between sessions, the DM updates the tables to replace removed entries with new content that makes sense based on in-game events (e.g. settlers moving in to now-safer territory). [*]On the fly, the DM updates the tables to replace removed entries with new content that makes sense based on in-game events (e.g. settlers moving in to now-safer territory). [/LIST] Importantly, examples ## 1-9 only lead to results that were possible under the initial data state, and ## 10-11 only update the initial data state to keep it self-consistent. Examples ## 12-13 change the initial data state, but only to maintain a constant variety of content (e.g. it avoids empty hexes). In none of the examples is the DM tailoring the results from the tables to the characters (although ## 3-9 tailor the results from the tables to the [I]players[/I], to various degrees). I'm particularly curious about your response to example # 3--even though it is implausible, as it introduces deliberate bias to the results from the tables, without the DM themselves being biased. [/QUOTE]
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