I find I have more fun in games with a strong random element; similar to real-world randomness. That doesn't obviate the need for GM thought though. And your examples are kinda silly.
Depends on what you consider high randomness. I like some degree of randomness, but I also like problem solving and meaningful choices in the RPG. Also depends on where and how the randomness is being applied.Is high randomness...more fun?
Convoluted has a somewhat negative connotation, implying needless complexity. Thus, I'd say no, needless complexity is not more fun.Is...convoluted randomness...more fun?
When considering random randomness, I suppose it contingently depends.Is...random randomness good design for an RPG system?
If I think the chance should be about 10%, then I'd just set it to 10%. If I don't know/care or want a more random spread, I might roll a die, but I think that would be rare. If I'm writing a game supplement and want to suggest an appropriate range, rather than a discrete percentage chance, I might list it as 1-20%.For instance, instead of a set 10% chance for something, is it better to roll 1d20 to see what the percentage chance is (and then roll the d%)?
Sure. I find that kind of thing useful. (Although it depends on the place the series of charts is used. If it's in the middle of combat, maybe not...)Is it good to have a series of charts where rolling on one determines the next chart to roll on?
Not always, but it certainly can be. I like to present this kind of thing and leave it up to the players whether they want to risk it or not. (Usually somebody does.)Is it fun to have a system where a result can be from fantastic to terrible (like "character gains a level" to "character dies") -- like drawing from a deck of many things?
Not necessarily. But it might be appropriate in some circumstances.If rolling randomly (straight, no drops or rerolls) for ability scores and hit points is good, is rolling for starting level even better?
No, I don't think so. However, I do use random tables and such to help me flesh things out, and also as a springboard for my own creativity. I think random tables (e.g. the Monster & Treasure Assortments) and lists (e.g. the cool stuff in the 1e DMG) are useful tools.Is a randomly generated dungeon -- random rooms, corridors, monsters, treasure -- more fun than one put together with a plan?
When considering random randomness, I suppose it contingently depends.![]()
Is high randomness, convoluted randomness, random randomness good design for an RPG system? Does high randomness make an RPG more fun?
This is adding randomness to randomness, and I think it’s silly.For instance, instead of a set 10% chance for something, is it better to roll 1d20 to see what the percentage chance is (and then roll the d%)?
This is unnecessarily complicated.Is it good to have a series of charts where rolling on one determines the next chart to roll on?
I have been directly told that a chart for d%, 01=”death” and 00=”gain a level” is a perfectly well balanced game mechanic. I disagree.Is it fun to have a system where a result can be from fantastic to terrible (like "character gains a level" to "character dies") -- like drawing from a deck of many things?
I dislike generating characters with random rolls.If rolling randomly (straight, no drops or rerolls) for ability scores and hit points is good, is rolling for starting level even better?
No, it is not more fun. It can be fun, but it is not more fun that a planned dungeon.Is a randomly generated dungeon -- random rooms, corridors, monsters, treasure -- more fun than one put together with a plan?
I agree. Although, over the years here, I have read defenders state that each of these items make a game more fun, and that restricting randomness makes a game boring.And your examples are kinda silly.
Chaosium's Stormbringer (the original -- I'm not familiar with the later editions) has a great random PC generation system. It's almost a "mini-game." (Kind of like the classic Traveller mini-game of PC generation.)I love random character generation (I'm looking at you, Warhammer Fantasy Roleplay!).

(Dungeons & Dragons)
Rulebook featuring "high magic" options, including a host of new spells.