My point really is no matter how little DM input you strive for, at some point you're going to have some. Whether you like to create level appropriate challenges most of the time or just random groupings of encounters.
Of course.
Upthread it was noted that this is not an either/or approach to running a game, but rather a continuum between two extremes. Some skew one way, others the other. I think the goal of some of the referees in this discussion is to run the game-world with a very light touch on the controls. Most roleplaying games provide at least some tools that facilitate (and arguably encourage, by virtue of their presence) this approach, such as random encounters, random reactions, and so on.
RC already mentioned the event tables in 1e
OA, which are one of my favorite features of the book. For
Traveller I used a nifty little application that generates the skeletons of Travellers' Aid Society bulletins: I could turn these into the "big picture" events going on around the characters, and fit the random encounters directly in the path of the adventurers into this larger landscape.
For example, the TAS bulletin generator might spit out something like a natural disaster on a world of population 8 (that's 10^8, or a population in the hundreds of millions, not eight people, by the way). I would figure out a likely world, and add some flesh to the bones: a tsunami, a plague, whatever. Now let's say I roll a random patron encounter with a doctor or a philantropist: I can use the background generated from the TAS bulletin and decide that the patron wants the adventurers to transport donated medical supplies to the affected world. Now let's say that the adventurers encounter a random pirate ship along the way: the pirates know that merchant ships from across the cluster are transporting medical and other supplies to the affected planet, and with the high value of pharmaceuticals, medical hardware,
et cetera on the black market, these merchants become prime targets.
At no time in this am I considering if the encounters are "level-appropriate" to the adventurers. Rather I'm interpreting random results based on my understanding of the setting. Based on a roll on a table, the pirate vessel could be a simple scout/courier, with a single turret, looking to pick off an unarmed merchant, or it could be a mercenary cruiser, with eight batteries of missle launchers and lasers and three times the acceleration, against which the adventurers' free trader is hopelessly outclassed. The scout ship will be crewed by a handful of pirates while the cruiser can carry a platoon of raiders able to overwhelm a merchant crew in a boarding action. Either result is wholly acceptable to me. The fact that the adventurers ship may be bristling with weapons, or completely unarmed, doesn't enter into my decisions about the pirates - the pirates will act and react based on their goals, in this instance obtaining valuable cargo from trader starships while avoiding damage to their own vessel in the process.
I still create encounter locations that I sprinkle around the setting - a lost starship, an abandoned colony station, a pirate lair,
et cetera. The hazards associated with some may be relatively minor, while others can be very dangerous. The hazards are appropriate to the situation, not the adventurers. It's up to the players to use the tools available to their characters to determine the degree of any hazards they encounter, and decide the amount of risk they are willing to accept.
My game is not a completely autonomous simulation, though to the degree that I like to use randomizers it's perhaps as autonomous as I can make it. The result is that the challenges encountered by the adventurers vary quite a bit, and therefore their responses must as well. My goal is to provide the players with a sense of being in the setting, that they are part of events taking place on a larger stage, and the degree to which they can influence those events is limited only by their imaginations and the abilities and resources of their characters.
Scribble said:
In my opinion this is one of those why tabletop games rule moments.
The DM can create a realistic world, but unlike a computer, can override that realism for the sake of "Yo man that kicked arse!"
First, I can't speak for anyone else, but you'll rarely hear me talk in terms of realism in a game-world. Coherence, internal consistency, verisimilitude, yes, but not realism.
Second, in my experience what "kicks arse" is a you-are-there feeling during play. I consider the game element of roleplaying games essential, but I like that element to be running in the background, allowing us to focus on the experience of the events and encounter of the game-world.