Let's Talk About Randomness in RPGs

bloodtide

Legend
I love randomness in games. I'm even a fan of the Very Old School Pure Randomness that is all but forgotten in modern gaming.

Most DMs get stuck in ruts very quickly: there are things they like or dislike and this has a huge effect on the game. The DM likes jokes, hydras or flaming swords and...amazingly....they will pop up in the game play often. The DM does not like humor, owlbears or crossbows and such things simply don't exist in the game play. And it gets more profound when it's a question like 'what happens if a magic item explodes?' or 'there is a wild magic surge' or 'what does a dragon want?'

And this only gets more worse with 'improv play' where the DM is just making stuff up as the players move along. Most DMs here get stuck in the rut of what they can remember 'on the spot'. What is in the room...um...um..um...orcs!...um, again!

This is where the Pure Randomness comes in. Need something for a game roll. At the most basic you could have a 1-100 table listing of results. More advanced is that you would have many tables to roll for results.

Back in the Time Before Time, each DM would make their own custom tables. Then make copies of those tables using one of the new fancy electronic copy machines. Like in the back of my local Ben Franklin Five and Dime was a small office for public use(I have no idea why?) that had a copy machine, and we'd go there to copy RPG papers. Then trade with other DMs.

For example, take just a Treasure Chest. What is inside and a simple 1-6 roll. A typical one might be
1-Nothing
2-Junk
3-Common Items
4-A Trap!
5-Standard Treasure
6-Amaging Treasure

And for each one, you'd roll on a couple tables to find what was in the chest. Like you'd roll a five and then roll a 1d12 to get seven items of 'standard treasure'. For the first item roll on the 'material table' and get 'wood', then roll for type of wood, size, shape and on and on. Sure you might roll up a simple oak wood hammer, but you'd often get a pine wood bladed dagger or something more exotic.

Of course, in a True Old School game, a good player might use anything they find in a chest. Like even a 'junk' chest full of broken wooden handles can be burned in a fire.

And the 'amazing' roll could really be fun if the DM had good 'amazing' tables. You could find items of money value sure....but also rare items...exotic items....nearly anything. Even like "a 25th ray gun that distengerates anything".

Of course modern gaming put the stop to this sort of randomness. TO just use the treasure chest above a modern DM/player would be quite upset if they fought a monster and got nothing, junk or a trap. By the modern gaming viewpoint "each encounter MUST have a reward of a set amount."

And one of the big things about Pure Randomness is letting the rolls stand. You roll for each thing like the treasure chests. Characters might find say 10 such chests.....and it's possible they get 5-10 'amazing' chests and get like a million gold coins or a pet dragon or such. And in an Old School Game, the DM would let the roll stand.......though ALSO if the roll was 'trap' and it killed all the PCs the DM would let THAT stand too.

By the modern viewpoint is 'you find treasure appropriate to the level/encounter/rules', so randomness was dropped.

And no DM ever HAD to do a random roll.....but if was often fun for a DM to choose to do a random roll and get something crazy like a 'teak wood golem tyrannosaurs rex' .
 

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grimmgoose

Adventurer
I think fundamentally I like randomness.

I've fallen out of love with it in terms of chargen (though, I think it kinda depends on the system).

In play though, my table has a saying: "the dice get a voice". I'm a big fan of Nat 1s being failures, Nat 20s being automatic (great) successes. The exception to this is 5E combat, where all that does hamper martials. But in everything else? Yes.

Some of the best moments in play have come from that randomness - the crit-fail you didn't see coming, or the odds-against-you but that Nat 20 saves the day.

I think I've mentioned this before, but one of my favorite TTRPG moments was in in Savage Worlds during a Weird Wars: Rome game. The basic premise is that a Germanic sorcerer was trying to summon a "horror from beyond". The players, being good Romans, decided to put a stop to it.

In the battle with the sorcerer, I laid out a pretty complicated battlemap, gave the sorcerer a small band of bodyguards. The bodyguards played defense, while the sorcerer did a "Dramatic Task" (read: skill challenge) to summon the horror. The thought process being: the dramatic task provided a "ticking clock" that the players could see. If the sorcerer succeeded, they would have to fight the sorcerer and the horror.

Turns out, that's not what happened, because Turn 2, the sorcerer crit-failed his dramatic task roll. I ruled that meant he succeeded, but the horror laughed at the mortal that summoned it, killed it, and then starting rampaging all over the battlefield. The fight then turned into a Chase as the players desperately ran away from it.

I couldn't avoided the randomness and just had the sorcerer take 3 rounds or whatever to summon the horror, but I would've robbed us of that huge climactic moment that we still talk about today.
 

The reason for randomness in game mechanics is because it's impossible for a playable game to represent all the factors that tell you if some action or activity succeeds in the real world, never mind imaginary worlds with different laws of nature.

So we include a random element to provide suspense and uncertainty, which is a significant part of the experience of a game. We modify the randomness in various ways to represent things that are harder or easier, including characters' gains in capability.

My personal taste is not to have randomness in character generation, and to use randomness sources that have a bell curve rather than a flat probability: 3d6, rather than d20. This makes games like GURPS, Hero, or Honor & Intrigue appealing.

What are some games that use randomness, or its lack, in non-traditional ways? Early versions of Chivalry & Sorcery didn't have a damage roll: weapon damage was constant for a given combination of weapon, strength and skill.
 

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