In Celebration of Randomosity!

Reynard

aka Ian Eller
Note: I am speaking largely of AD&D 1E here...

I love the randomness inherent in AD&D. Random stats. random encounters. Random treasure. Wierd random probabilities for opening doors, hearing sounds, jumping across chasms, etc... Random dungeons, even. Sure, it doesn't make much sense, and you can get some really strange results sometimes, but there's something exciting about not knowing what is going to happen next, even as DM.

Example 1: In my new 1E ToEE campaign, I decided (fiat rules!) that each PC would start with a magic item, rolled on the tables from UA. Whether it was a recently acquired object, a family heirloom or something else entirely would be decided by players and DM after the fact (potions don't make good heirlooms, usually). Sometimes there's some apparent serendipity in those random rolls. The thief rolled an intelligent +2 sword with powers of detecting traps and gems. The paladin rolled a potion of elemental invulnerability. The half orc fighter rolled a suit of +3 plate mail. Then, the elven wizard rolled a "love potion" (I forget what it is called at the moment). The intelligent weapon is my favorite, because it fits really nicely into the milieu and the themes of my campaign setting. the armor is great too because it is powerful, and this lowly half orc must have "found" it somwhere and someone -- the rightful owner's heir, perhaps -- is going to want it back. The paladin, if he holds onto the potion, will be in a position to wade into battle with the worser denizens of the temple without fear. Even the elf will be able to use that item for a greater purpose, as I like NPCs and I like relationships and I am sure there will be a "seducable" female NPC of some important in the whole process.

Example 2: The very first session involed a week long road-trip getting from the nebulous home town to Hommlett. I rolled for the chance of random encounters in the open, so the players could see the results. it only took maybe 10 minutes, but there was tension there that was fun -- all but 1 are old schoolers and they know that a wilderness random encounter can be anything from a gaggle of peasants to a hungry dragon. Ultimately, no encounters were rolled, but that didn't negate the possibility and doesn't negate the possibility in the future. 10 mintes of talking and die rolling to remind everyone what kind of game we were playing was time well spent.

Example 3: No one managed to get psionics. Thank god.
 

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Reynard said:
Note: I am speaking largely of AD&D 1E here...

I love the randomness inherent in AD&D. Random stats. random encounters. Random treasure. Wierd random probabilities for opening doors, hearing sounds, jumping across chasms, etc... Random dungeons, even. Sure, it doesn't make much sense, and you can get some really strange results sometimes, but there's something exciting about not knowing what is going to happen next, even as DM.

Example 1: In my new 1E ToEE campaign, I decided (fiat rules!) that each PC would start with a magic item, rolled on the tables from UA. Whether it was a recently acquired object, a family heirloom or something else entirely would be decided by players and DM after the fact (potions don't make good heirlooms, usually). Sometimes there's some apparent serendipity in those random rolls. The thief rolled an intelligent +2 sword with powers of detecting traps and gems. The paladin rolled a potion of elemental invulnerability. The half orc fighter rolled a suit of +3 plate mail. Then, the elven wizard rolled a "love potion" (I forget what it is called at the moment). The intelligent weapon is my favorite, because it fits really nicely into the milieu and the themes of my campaign setting. the armor is great too because it is powerful, and this lowly half orc must have "found" it somwhere and someone -- the rightful owner's heir, perhaps -- is going to want it back. The paladin, if he holds onto the potion, will be in a position to wade into battle with the worser denizens of the temple without fear. Even the elf will be able to use that item for a greater purpose, as I like NPCs and I like relationships and I am sure there will be a "seducable" female NPC of some important in the whole process.

You know there's a whole section on that in the DUNGEON MASTERS GUIDE don't you?

I mean, hey, your system sounds just as solid as any other, I was just askin'.


Example 2: The very first session involed a week long road-trip getting from the nebulous home town to Hommlett. I rolled for the chance of random encounters in the open, so the players could see the results. it only took maybe 10 minutes, but there was tension there that was fun -- all but 1 are old schoolers and they know that a wilderness random encounter can be anything from a gaggle of peasants to a hungry dragon. Ultimately, no encounters were rolled, but that didn't negate the possibility and doesn't negate the possibility in the future. 10 mintes of talking and die rolling to remind everyone what kind of game we were playing was time well spent.

Wilderness encounters rock!. One timesaving tip: if you know the party is going to be taking a route prior to the start of the game, roll for encounters beforehand and have them noted already. That's what I do, just to speed things along.



Example 3: No one managed to get psionics. Thank god.

I've used 'em and the only reason I disliked them was because the cleric who wound up with them kept using them instead of her spells. An encounter with some yuan-ti burned her out though, so it wasn't that big of a deal...

 

:heh:

Please, all D&Ders!

Forgive me for that moment of madness when I was cajoled into including Psionics into the AD&D game.

:eek: What a gaff that was!

Cheerio,
Gary
 

Col_Pladoh said:
:heh:

Please, all D&Ders!

Forgive me for that moment of madness when I was cajoled into including Psionics into the AD&D game.

:eek: What a gaff that was!

Cheerio,
Gary

I just wanted you to know I personally forgive you. :)
 

Col_Pladoh said:
Please, all D&Ders!

Forgive me for that moment of madness when I was cajoled into including Psionics into the AD&D game.

:eek: What a gaff that was!

That's okay. It turned out alright. :cool:
 

Col_Pladoh said:
:heh:

Please, all D&Ders!

Forgive me for that moment of madness when I was cajoled into including Psionics into the AD&D game.

:eek: What a gaff that was!

Cheerio,
Gary

Don't worry Gary. I just act like that appendix doesn't exist. :D
 



Col_Pladoh said:
:heh:

Please, all D&Ders!

Forgive me for that moment of madness when I was cajoled into including Psionics into the AD&D game.

:eek: What a gaff that was!

Cheerio,
Gary

You're that same guy who came up with the whole "class" and "level" thing, too! Get out the pitchforks!

...

Er, um, I mean hey, no problem, Big G! :heh:

-The Gneech ;)

PS: Actually, any issue I may or may not have had with various bits of D&D over the years pale next to the fact that a reference in the AD&D Dungeon Master's Guide first pointed me at Fafhrd and the Grey Mouser, for which I will always be grateful.
 

Reynard said:
I decided (fiat rules!) that each PC would start with a magic item, rolled on the tables from UA. Whether it was a recently acquired object, a family heirloom or something else entirely would be decided by players and DM after the fact (potions don't make good heirlooms, usually). Sometimes there's some apparent serendipity in those random rolls. The thief rolled an intelligent +2 sword with powers of detecting traps and gems. The paladin rolled a potion of elemental invulnerability. The half orc fighter rolled a suit of +3 plate mail. Then, the elven wizard rolled a "love potion" (I forget what it is called at the moment).
Wow, those are some really good rolls (the sword and the plate, at least)... how many PCs were there?

Also, I completely forgot about Appendix D. That was excellent. :D
 

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