Ry
Explorer
Here's my opinion on random generators (and here I'm talking about the kind that are idea mills such as rumour tables or NPC generators):
There's quite a few tables or computer-based generators out there that have some great ideas on them, but when you actually try to use them either to generate game content or bail out a GM when players take a left turn, they fall flat (or they fall flat after the first few uses). The reason is these generators usually generate something from within the imaginative space of the setting (generate a town), and not based on its function in the game.
I think of D&D as a game where players, via PCs, are hooked into a colourful fantasy setting, then are presented problems and threats. Complications and resources are added, and the PCs take risks to earn rewards within the framework of that world. If that's the case, then generators should divided like so:
Problems
Threats
Complications
Resources
Rewards
Hooks
Color
There's quite a few tables or computer-based generators out there that have some great ideas on them, but when you actually try to use them either to generate game content or bail out a GM when players take a left turn, they fall flat (or they fall flat after the first few uses). The reason is these generators usually generate something from within the imaginative space of the setting (generate a town), and not based on its function in the game.
I think of D&D as a game where players, via PCs, are hooked into a colourful fantasy setting, then are presented problems and threats. Complications and resources are added, and the PCs take risks to earn rewards within the framework of that world. If that's the case, then generators should divided like so:
Problems
Threats
Complications
Resources
Rewards
Hooks
Color