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Into the Wild: New Unearthed Arcana Covers Wilderness Exploration
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<blockquote data-quote="MagicSN" data-source="post: 7735068" data-attributes="member: 6784745"><p>I think the same or even better can be achieved without random tables (if needed take a 5 minute break). Then present a cool, detailed, complex new situation. This will be much better than the result of a dice roll. This would be at least my advice.</p><p></p><p>Arguments for "new situations" are not arguments for random number tables. They are arguments for "new situations" ;-)</p><p></p><p>But I think it makes not much sense to continue this discussion. The fronts are - too hard. For me Random Tables is just something we did when we were still teens and which have no role in current RPGing anymore. Others seem to think otherwise.</p><p></p><p></p><p></p><p>Then why you don't just let the party arrive at that grove, without the dice-roll about 5 miles randomness? If it is a cool situation, by all means - bring it.</p><p></p><p></p><p></p><p>Yes, not all GMs are friend of it. Here in my area all groups (not only my own) are doing it (to some extent at least). People in both way seem to have strong opinions of it. </p><p></p><p>Myselves I think about random tables as you think about narrative gaming, appearently ;-) But well, I guess, in RPGing there is not "the one way to do it". And especially what your players want plays a big role.</p><p></p><p></p><p></p><p>You usually have quite some "stories" to choose from. The current antagonist, the characters backstories...</p><p></p><p>It is of course also a thing of player expectation. If I would include some purely random event, in my group all people would seek the "connection to the story" - even if it didn't exist. </p><p></p><p>Personally I would say "If it does not bring the story forward - cut it out" (the story can be a complex beast here)</p></blockquote><p></p>
[QUOTE="MagicSN, post: 7735068, member: 6784745"] I think the same or even better can be achieved without random tables (if needed take a 5 minute break). Then present a cool, detailed, complex new situation. This will be much better than the result of a dice roll. This would be at least my advice. Arguments for "new situations" are not arguments for random number tables. They are arguments for "new situations" ;-) But I think it makes not much sense to continue this discussion. The fronts are - too hard. For me Random Tables is just something we did when we were still teens and which have no role in current RPGing anymore. Others seem to think otherwise. Then why you don't just let the party arrive at that grove, without the dice-roll about 5 miles randomness? If it is a cool situation, by all means - bring it. Yes, not all GMs are friend of it. Here in my area all groups (not only my own) are doing it (to some extent at least). People in both way seem to have strong opinions of it. Myselves I think about random tables as you think about narrative gaming, appearently ;-) But well, I guess, in RPGing there is not "the one way to do it". And especially what your players want plays a big role. You usually have quite some "stories" to choose from. The current antagonist, the characters backstories... It is of course also a thing of player expectation. If I would include some purely random event, in my group all people would seek the "connection to the story" - even if it didn't exist. Personally I would say "If it does not bring the story forward - cut it out" (the story can be a complex beast here) [/QUOTE]
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