Menu
News
All News
Dungeons & Dragons
Level Up: Advanced 5th Edition
Pathfinder
Starfinder
Warhammer
2d20 System
Year Zero Engine
Industry News
Reviews
Dragon Reflections
White Dwarf Reflections
Columns
Weekly Digests
Weekly News Digest
Freebies, Sales & Bundles
RPG Print News
RPG Crowdfunding News
Game Content
ENterplanetary DimENsions
Mythological Figures
Opinion
Worlds of Design
Peregrine's Nest
RPG Evolution
Other Columns
From the Freelancing Frontline
Monster ENcyclopedia
WotC/TSR Alumni Look Back
4 Hours w/RSD (Ryan Dancey)
The Road to 3E (Jonathan Tweet)
Greenwood's Realms (Ed Greenwood)
Drawmij's TSR (Jim Ward)
Community
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Resources
Wiki
Pages
Latest activity
Media
New media
New comments
Search media
Downloads
Latest reviews
Search resources
EN Publishing
Store
EN5ider
Adventures in ZEITGEIST
Awfully Cheerful Engine
What's OLD is NEW
Judge Dredd & The Worlds Of 2000AD
War of the Burning Sky
Level Up: Advanced 5E
Events & Releases
Upcoming Events
Private Events
Featured Events
Socials!
EN Publishing
Twitter
BlueSky
Facebook
Instagram
EN World
BlueSky
YouTube
Facebook
Twitter
Twitch
Podcast
Features
Top 5 RPGs Compiled Charts 2004-Present
Adventure Game Industry Market Research Summary (RPGs) V1.0
Ryan Dancey: Acquiring TSR
Q&A With Gary Gygax
D&D Rules FAQs
TSR, WotC, & Paizo: A Comparative History
D&D Pronunciation Guide
Million Dollar TTRPG Kickstarters
Tabletop RPG Podcast Hall of Fame
Eric Noah's Unofficial D&D 3rd Edition News
D&D in the Mainstream
D&D & RPG History
About Morrus
Log in
Register
What's new
Search
Search
Search titles only
By:
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Menu
Log in
Register
Install the app
Install
Community
General Tabletop Discussion
*TTRPGs General
Why the World Exists
JavaScript is disabled. For a better experience, please enable JavaScript in your browser before proceeding.
You are using an out of date browser. It may not display this or other websites correctly.
You should upgrade or use an
alternative browser
.
Reply to thread
Message
<blockquote data-quote="The Shaman" data-source="post: 4707639" data-attributes="member: 26473"><p>In different proportions, yes.</p><p></p><p>Again, I don't think anyone is arguing otherwise.I don't know that I consider them to be quite the same. A randomly generated event is self-selecting based on the dice; it is bounded in the sense that the random table isn't infinite, but the number of potential combinations may make it effectively so in the context of playing the game.</p><p></p><p>For example, I create the space encounter tables for each star system in <em>Traveller</em>, so there are hard limits on the number and type of ships that can be encountered, but the range of both values can run into the scores for each system. Now multiply that number by the results of the random reaction table, and now we're talking hundreds of potential encounters just in one star system.</p><p></p><p>I created the parameters under which the encounter may occur, but I don't see that as being the same thing as choosing the encounter itself, particularly give the range of possibilities.If that conclusion is fun for everyone around the table, then we're in accord.Yes, but remember the random encounter, versus the one created by the referee, may be much variable in terms of the degree of hazard presented to the adventurers. It's not intrinsically so, but all else being equal, my experience tells me that encounters prepared by the referee are more likely to be be close to the adventurers' "level" than those generated randomly.Whereas I prefer an environment that is indifferent to the adventurers, where encounters are based not on the adventurers but the setting.As I mentioned upthread, pirate encounters in my corner of the Third Imperium are more likely away from trade routes, naval bases, and mainworlds. The frequency of encounters with pirates is weighted based on those parameters. If the adventurers stick to main routes and patrolled systems, their likelihood of encountering a pirate is pretty low.As are mine, but with a broader set of parameters perhaps on what can be generated.Of course. One of the fun things about sandbox games for me is that random encounter can develop into a close alliance or a bitter rivalry, based on the actions and reactions of the adventurers and the non-player characters.Agreed.</p></blockquote><p></p>
[QUOTE="The Shaman, post: 4707639, member: 26473"] In different proportions, yes. Again, I don't think anyone is arguing otherwise.I don't know that I consider them to be quite the same. A randomly generated event is self-selecting based on the dice; it is bounded in the sense that the random table isn't infinite, but the number of potential combinations may make it effectively so in the context of playing the game. For example, I create the space encounter tables for each star system in [i]Traveller[/i], so there are hard limits on the number and type of ships that can be encountered, but the range of both values can run into the scores for each system. Now multiply that number by the results of the random reaction table, and now we're talking hundreds of potential encounters just in one star system. I created the parameters under which the encounter may occur, but I don't see that as being the same thing as choosing the encounter itself, particularly give the range of possibilities.If that conclusion is fun for everyone around the table, then we're in accord.Yes, but remember the random encounter, versus the one created by the referee, may be much variable in terms of the degree of hazard presented to the adventurers. It's not intrinsically so, but all else being equal, my experience tells me that encounters prepared by the referee are more likely to be be close to the adventurers' "level" than those generated randomly.Whereas I prefer an environment that is indifferent to the adventurers, where encounters are based not on the adventurers but the setting.As I mentioned upthread, pirate encounters in my corner of the Third Imperium are more likely away from trade routes, naval bases, and mainworlds. The frequency of encounters with pirates is weighted based on those parameters. If the adventurers stick to main routes and patrolled systems, their likelihood of encountering a pirate is pretty low.As are mine, but with a broader set of parameters perhaps on what can be generated.Of course. One of the fun things about sandbox games for me is that random encounter can develop into a close alliance or a bitter rivalry, based on the actions and reactions of the adventurers and the non-player characters.Agreed. [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
*TTRPGs General
Why the World Exists
Top