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<blockquote data-quote="pming" data-source="post: 7514754" data-attributes="member: 45197"><p>Hiya!</p><p></p><p></p><p></p><p>Glad I could help! <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /> I used to, as in about 25 or 30 years ago, have specific tables for specific things (typically d100). I'd have one table for "Danger Level", then a sub-table for the type of danger, then another sub-table for the specifics of that danger, and maybe another sub-table of possible effects from that specific danger. Lots of info...TOO much info, I learned. It was just too cumbersome to use during the game. I ended up pretty much just picking stuff for a while. That, however, lead to me realizing (after years) that I was "in a rut" so to speak. I was over-using stuff I liked and was comfortable with. Fast forward another decade or so and in my old age found myself far more comfortable just "winging it" from a couple of bullet-points on an area. </p><p></p><p>The Trifecta of Twelves tables is a culmination of all that experience and realization on how I like to DM. I much prefer an adventure to say "Antechamber; dusty, stacked furniture, cloak hooks/rack, small insects; hidden treasure of 6pp and a 25gpv jewelry"...leaving it up to me for the specifics like how many of each, if the insects are dangerous, where the treasure is hidden and what the jewelry is. It lets me be creative "on the fly", but keeps me guided on the overall theme/path of the adventure.</p><p></p><p>For underground delving, I've found this "point form, minimalist, on-the-fly-specifics" style of adventure prep works best. Not ALWAYS, of course, but overall. A DM should design with much more specificity areas that are important to the underground setting...cities, important mines, food/water resource areas, powerful/unique monsters, etc. But for the typical "day in the life of" that a lot of a session is made up of, being able to wing-it in step with your players choices is a godsend!</p><p></p><p>Anyway, I've used my tables to great effect, as well as the info/tables from the books I mentioned above. Hopefully others will too! <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /></p><p></p><p>^_^</p><p></p><p>Paul L. Ming</p></blockquote><p></p>
[QUOTE="pming, post: 7514754, member: 45197"] Hiya! Glad I could help! :) I used to, as in about 25 or 30 years ago, have specific tables for specific things (typically d100). I'd have one table for "Danger Level", then a sub-table for the type of danger, then another sub-table for the specifics of that danger, and maybe another sub-table of possible effects from that specific danger. Lots of info...TOO much info, I learned. It was just too cumbersome to use during the game. I ended up pretty much just picking stuff for a while. That, however, lead to me realizing (after years) that I was "in a rut" so to speak. I was over-using stuff I liked and was comfortable with. Fast forward another decade or so and in my old age found myself far more comfortable just "winging it" from a couple of bullet-points on an area. The Trifecta of Twelves tables is a culmination of all that experience and realization on how I like to DM. I much prefer an adventure to say "Antechamber; dusty, stacked furniture, cloak hooks/rack, small insects; hidden treasure of 6pp and a 25gpv jewelry"...leaving it up to me for the specifics like how many of each, if the insects are dangerous, where the treasure is hidden and what the jewelry is. It lets me be creative "on the fly", but keeps me guided on the overall theme/path of the adventure. For underground delving, I've found this "point form, minimalist, on-the-fly-specifics" style of adventure prep works best. Not ALWAYS, of course, but overall. A DM should design with much more specificity areas that are important to the underground setting...cities, important mines, food/water resource areas, powerful/unique monsters, etc. But for the typical "day in the life of" that a lot of a session is made up of, being able to wing-it in step with your players choices is a godsend! Anyway, I've used my tables to great effect, as well as the info/tables from the books I mentioned above. Hopefully others will too! :) ^_^ Paul L. Ming [/QUOTE]
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