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Is high randomness good for an RPG?
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<blockquote data-quote="Wik" data-source="post: 4687424" data-attributes="member: 40177"><p>Well, I don't like high randomness as you describe it, but I think you were making extreme examples. But having a random game (Or, as Omega World d20 put it, a game with a "high state of flux") can be a lot of fun.</p><p></p><p>Random character powers are great, and I love random character generation (I'm looking at you, Warhammer Fantasy Roleplay!). There's something neat about rolling up a character with a mismatched collection of abilities, and trying to tie them together. Or, even more fun, getting a really poor character and trying to kamikaze him so you can make a new one. Especially if you can do it without the rest of the group catching on to your plan.</p><p></p><p>Random in actual play? Absolutely, because it helps break the GM out of his preconceived approach. As GMs, we all have preferences - in monsters, in treasure we award, in encounters. If you use some randomness in that, you'll find the scope of the game inevitably broadens. And you could find that, while you find Giant Ticks to be very silly monsters, if you were to run one because a table called for it, one or two players in your group really respond to it. And you learn a bit more about why they like to game.</p></blockquote><p></p>
[QUOTE="Wik, post: 4687424, member: 40177"] Well, I don't like high randomness as you describe it, but I think you were making extreme examples. But having a random game (Or, as Omega World d20 put it, a game with a "high state of flux") can be a lot of fun. Random character powers are great, and I love random character generation (I'm looking at you, Warhammer Fantasy Roleplay!). There's something neat about rolling up a character with a mismatched collection of abilities, and trying to tie them together. Or, even more fun, getting a really poor character and trying to kamikaze him so you can make a new one. Especially if you can do it without the rest of the group catching on to your plan. Random in actual play? Absolutely, because it helps break the GM out of his preconceived approach. As GMs, we all have preferences - in monsters, in treasure we award, in encounters. If you use some randomness in that, you'll find the scope of the game inevitably broadens. And you could find that, while you find Giant Ticks to be very silly monsters, if you were to run one because a table called for it, one or two players in your group really respond to it. And you learn a bit more about why they like to game. [/QUOTE]
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