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How Do You Feel About Randomness?
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<blockquote data-quote="Li Shenron" data-source="post: 9324068" data-attributes="member: 1465"><p>I love randomness.</p><p></p><p>In recent years I have run almost always published adventures, but when I design homebrew adventures I like to roll random stuff in many places, from monsters/NPCs to dungeon/terrain features and so on. As a player, I have sometimes generated my own PCs randomly (in some cases, <em>completely random</em> in every single detail), for some reason I like the challenge of playing difficult PCs with odd combinations.</p><p></p><p>OTOH, when I am DMing a game, I actually do not keep asking the players to roll to resolve everything, I use "rule zero" to make them often succeed/fail authomatically, and leave the dice to determine results in uncertain situations (plus combat, of course). I prefer the game when outcomes are a bit more consistent than what D&D rules usually imply, so that characters that are good at something succeed often, and those who aren't good but want to try succeed only when they're lucky. The randomness I need to enjoy the game (as in, not knowing the outcome of the story until it unfolds), is provided during playing already by players' behaviour: I don't know how the story will go because I don't know what choices the players will make.</p></blockquote><p></p>
[QUOTE="Li Shenron, post: 9324068, member: 1465"] I love randomness. In recent years I have run almost always published adventures, but when I design homebrew adventures I like to roll random stuff in many places, from monsters/NPCs to dungeon/terrain features and so on. As a player, I have sometimes generated my own PCs randomly (in some cases, [I]completely random[/I] in every single detail), for some reason I like the challenge of playing difficult PCs with odd combinations. OTOH, when I am DMing a game, I actually do not keep asking the players to roll to resolve everything, I use "rule zero" to make them often succeed/fail authomatically, and leave the dice to determine results in uncertain situations (plus combat, of course). I prefer the game when outcomes are a bit more consistent than what D&D rules usually imply, so that characters that are good at something succeed often, and those who aren't good but want to try succeed only when they're lucky. The randomness I need to enjoy the game (as in, not knowing the outcome of the story until it unfolds), is provided during playing already by players' behaviour: I don't know how the story will go because I don't know what choices the players will make. [/QUOTE]
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