Random tables
remain a staple of roleplaying games. They determine random
encounters, character backgrounds, treasure and magic items, monster
and retainer reactions, or even form the basis for an entirely random
dungeon or hex crawl (among a great many other things). They’re a
temptation for both gamemasters and game designers, offering quick
means to generate encounters and add another layer to an adventure or
setting. They serve as prompts, providing a host of ideas in a
succinct format to roll or choose. Part of the responsibility for
their successful use depends on how designers present table
information and tie it to the existing setting or scenario. Part of
the responsibility depends on how gamemasters implement a random
table result into their game. Random tables run the risk of seeming
lazy tools rather than inspiring enhancements.
The roleplaying
game hobby has long relied on random tables. The Dungeon Masters
Guide alone uses tables to help gamemasters determine random
wilderness terrain, encounters (including the infamous wandering
monsters), monster reactions, specific treasures for monsters,
aspects of non-player characters, and high-level character followers.
Gary Gygax himself used extensive tables in his numerous Dungeon
Masters Guide appendices to outline random dungeon generation,
monster encounters, traps, tricks, and dungeon dressing, setting a
precedent in dungeon design. Random tables for the backbone of many
solitaire game experiences. Many other games across genres have used
random tables in various ways, from determining a character’s past
history (such as the lifepath from Cyberpunk 2020) to granting
characters mutations in science fiction games. Different games and
supplements have relied on random tables to varying degrees, some
almost completely and some not at all. I remember a distinct lack of
random tables in West End Games’ Star Wars Roleplaying Game
materials (though I’m sure I’d find a few if I looked). Some
supplements like Kabuki Kaiser’s Ruins of the Undercity or
Richard J. LeBlanc’s D30 Sandbox Companion consist of little
more than random tables – heavily weighted with thematic elements –
with a few notes on their use in play. I found Davis and Galer’s
The Hex Hack offered significantly longer entries than
standard wandering monster fare; it showed me randomly generated
elements didn’t have to conform to brief monster lists and room
contents.
Some of my
favorite roleplaying game products use random tables to good effect.
Chaosium’s Thieves World boxed city setting relied on a host
of tables to fill different neighborhoods with various businesses and
then populate each area with random encounters with denizens
characteristic of Sanctuary. Many such encounters involved factions
and personalities integral to the fiction upon which the setting was
based. Cyperpunk’s Night City Sourcebook took a similar
approach, with each urban zone enhanced with an encounter table
inspired by the locations and personalities outlined in the related
section; each encounter presented a conflict for the characters to
navigate. The Thrilling Locations supplement for the James
Bond 007 Role Playing Game included “encounter matrices” for
each type of glamorous location covered, with broad encounter types
further defined with a host of situations incorporating various
espionage tropes (such as “Beautiful Foil,” “Shady Contact,”
“Fellow Secret Agent” and “Major Villain”). Each of these
sources used random encounters to further enhance and offer
inspiration related to the setting.
I have random
tables on my mind lately. I’m diverting from my current project to
develop a briefly outlined fantasy setting, indulging my inspiration
to explore some new territory, try a few different approaches, and
revel in the enjoyment of creating material useful in a B/X
Dungeons & Dragons game (or any OSR game, for that matter).
After drafting brief descriptions of notable locations I wandered off
to write a bit about the local knightly order providing peace and
justice...which also diverted me into a brief bit describing how this
region handles crime and punishment. All standard material I hope
I’ve infused with enough mysteries and built-in adventure hooks to
interest readers and inspire players. Then I thought perhaps I should
include a random wilderness encounter table, just to offer some ideas
what adventurers might encounter on the roads between settlements.
Looking to B/X D&D for inspiration I lamented that the
wilderness (and even dungeon) encounter tables result in rather bland
results, such as “Driver Ant (N) 2-8” or just “Bugbear” (as
rolled on the “Subtable: Humanoid”). Gamemasters of varying
talents and approaches use such results to different effect; these
can feel like tasteless filler or serve as the inspiration for
engaging encounters. Take that bugbear result. A lazy gamemaster
might handle it as a straight monster encounter: “Uh-oh...wandering
monster. Three bugbears attack you.” This (admittedly exaggerated)
example handles the randomly determined monster as a game mechanic
springing from the stereotype that most fantasy class-and-level games
focus on killing monsters and taking their stuff. But an artful
gamemaster might describe it less as randomly encountered monsters
with the presumption characters will fight them and more as a
challenging encounter more related to the characters than the game
mechanics: “You hear voices ahead...three bugbears are having a
heated argument that seems to involve the trussed-up cow nearby.”
This presents the random encounter as an element in the story the
characters must overcome...and not necessarily through combat.
I
found
my indulgence in random tables – using their appeal
to gamers – poses a challenge to avoid laziness and engage
creativity in the service of the setting. So I started infusing my
random encounter table with slightly more engaging material, such as
“Crumbling stone foundation (probably once a cottage) with an old
chest sticking out of the nearby midden pile. Moving or opening the
chest disturbs a nest of angry rats living inside it, with no
treasure within.” Soon I realized I could also include different
random encounter tables for different regions within my setting, with
the challenge of making each one representative of the specific area
and the adventuring potential it offers. Random
encounters offer
a
utilitarian opportunity
to
define
setting elements through
character interactions rather
than relying
on
long textual descriptions and comprehensive
entries covering every aspect within the setting. It’s
a move
away from the broadly
encyclopedic
and
closer to intimately specific, with the goal being to offer some
evocative elements with which the characters can personally interact.
If
I can harness the appeal of random tables to attract gamers, perhaps
I can inspire them with encounters tailored to reinforce the setting.
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