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Is high randomness good for an RPG?
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<blockquote data-quote="I'm A Banana" data-source="post: 4687944" data-attributes="member: 2067"><p>Randomness -- like so many things in game design -- is better as a tool than as an end in and of itself.</p><p></p><p>Randomness can do some things that you want. For instance, a magic system that is more random might add mystery and risk to spellcasting -- if there's a chance to have some horrible surge as a result, it makes the thing a little more dangerous, but a little more interesting because of that.</p><p></p><p>Randomness can also spur creativity. If you randomly determine, say, the night's encounters, that can help you build something off of that randomness. </p><p></p><p>So to your specific Q's:</p><p></p><p></p><p>Depends. Is it something I'm going to do occasionally, for excitement, in a niche case, or something I'm going to want to repeat?</p><p></p><p></p><p></p><p>In general, no. That's more a time consideration than anything else though. It takes too long to roll on cascading charts. Leave this for the videogames (who can use it to awesome and hilarious effect).</p><p></p><p></p><p></p><p>In general, no. That's a randomness where, in general, it doesn't serve a constructive goal. If you want to go out and have adventures with the same characters week after week, something like that basically makes it so you might not be able to unless you break the rules.</p><p></p><p></p><p></p><p>Again, this is a place where you generally want consistency, so randomness doesn't serve a constructive purpose here. The foundations of your character's abilities should be fairly predictable and consistent, in order to facilitate a game where those abilities are used a lot.</p><p></p><p></p><p></p><p>Here's where you can gain a good amount of mileage out of randomness. Chaos in a dungeon is generally a good thing to have, and can launch you in some interesting directions, but you don't want to over-do it.</p></blockquote><p></p>
[QUOTE="I'm A Banana, post: 4687944, member: 2067"] Randomness -- like so many things in game design -- is better as a tool than as an end in and of itself. Randomness can do some things that you want. For instance, a magic system that is more random might add mystery and risk to spellcasting -- if there's a chance to have some horrible surge as a result, it makes the thing a little more dangerous, but a little more interesting because of that. Randomness can also spur creativity. If you randomly determine, say, the night's encounters, that can help you build something off of that randomness. So to your specific Q's: Depends. Is it something I'm going to do occasionally, for excitement, in a niche case, or something I'm going to want to repeat? In general, no. That's more a time consideration than anything else though. It takes too long to roll on cascading charts. Leave this for the videogames (who can use it to awesome and hilarious effect). In general, no. That's a randomness where, in general, it doesn't serve a constructive goal. If you want to go out and have adventures with the same characters week after week, something like that basically makes it so you might not be able to unless you break the rules. Again, this is a place where you generally want consistency, so randomness doesn't serve a constructive purpose here. The foundations of your character's abilities should be fairly predictable and consistent, in order to facilitate a game where those abilities are used a lot. Here's where you can gain a good amount of mileage out of randomness. Chaos in a dungeon is generally a good thing to have, and can launch you in some interesting directions, but you don't want to over-do it. [/QUOTE]
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