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General Tabletop Discussion
*Dungeons & Dragons
Legends & Lore 4/21
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<blockquote data-quote="Iosue" data-source="post: 6291005" data-attributes="member: 6680772"><p>Yes, indeed! Especially now, when I don't have the time (nor, truth be told, the boundless creativity of youth) to come up with interesting, original adventures. There are always published adventures, but they tend to follow the adventure path model, and I prefer to run exploratory sandboxes. Random dungeons and encounters take a lot of the load off, while at the same time getting the creative juices flowing. Left to my own devices, I'd probably come up with mostly cliched, mannered situations, with but the occasional surprise or off-the-wall idea. With random content generators, there's <em>nothing</em> that doesn't make sense. Counterintuitive results provide an opportunity for me to figure out why that result <em>does</em> make sense. And more often than not that result will be more interesting than what I might come up with on my own out of thin air.</p><p></p><p>The other benefit is that helps me to be a completely impartial DM, without worrying if I'm being too hard on the players by, say, turning every encounter into a hostile one, or worse, following my natural inclination to <em>go easy</em> on them by creating mostly encounters they have a good chance of winning in straight up combat. I let the random generators create the broad strokes, and then I can, in the words of Mike Carr's <em>In Search of the Unknown</em>, "do everything possible to assist players in their quest without actually providing important information unless the players themselves discover it or put the pieces of a puzzling problem together through deduction or questioning, or a combination of the two."</p><p></p><p>Also, while improving interactions has generally come easy, coming up with interesting traps and mystery areas (the meat of any good exploratory dungeon or wilderness!) has never quite been my forte. Some help from random content generators is always welcome.</p></blockquote><p></p>
[QUOTE="Iosue, post: 6291005, member: 6680772"] Yes, indeed! Especially now, when I don't have the time (nor, truth be told, the boundless creativity of youth) to come up with interesting, original adventures. There are always published adventures, but they tend to follow the adventure path model, and I prefer to run exploratory sandboxes. Random dungeons and encounters take a lot of the load off, while at the same time getting the creative juices flowing. Left to my own devices, I'd probably come up with mostly cliched, mannered situations, with but the occasional surprise or off-the-wall idea. With random content generators, there's [i]nothing[/i] that doesn't make sense. Counterintuitive results provide an opportunity for me to figure out why that result [i]does[/i] make sense. And more often than not that result will be more interesting than what I might come up with on my own out of thin air. The other benefit is that helps me to be a completely impartial DM, without worrying if I'm being too hard on the players by, say, turning every encounter into a hostile one, or worse, following my natural inclination to [i]go easy[/i] on them by creating mostly encounters they have a good chance of winning in straight up combat. I let the random generators create the broad strokes, and then I can, in the words of Mike Carr's [i]In Search of the Unknown[/i], "do everything possible to assist players in their quest without actually providing important information unless the players themselves discover it or put the pieces of a puzzling problem together through deduction or questioning, or a combination of the two." Also, while improving interactions has generally come easy, coming up with interesting traps and mystery areas (the meat of any good exploratory dungeon or wilderness!) has never quite been my forte. Some help from random content generators is always welcome. [/QUOTE]
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