7h30n
Augur
- Joined
- Aug 14, 2012
- Messages
- 311
One of the trends I notice in the OSR scene is the fixation on random tables, I'd go as far as calling it glorifying. Now, I get how encounter tables and loot tables are incredibly useful, as well as having a table with random names typical for the region, so that not every NPC the PCs encounter is called 'John'. But during a session I try to limit the amount of tables, because after a certain number it just becomes a mess and slows down play. Before I roll how the coat-of-arms of the randomly bypassing knight looks like, I just make it up on the spot.
Yep, I've noticed it too and it is impractical at the table. The only random tables I use at the table is for random encounters, and these are tuned to the area the party is in.
Other, large scale tables for adventure creation I typically use to fill out my map with random ideas & hooks, that I expand as players choose to pursue them. Players usually tell me what they want to do after a session is over, so I have time to prepare new content if needed. Choosing what to do is usually influenced by "newspapers" from the in-game world or some personal character motivation. E.g. in case of Star Wars I'm currently running (with Stars Without Number system), one player wishes to construct a lightsaber at some point, and that's a session or an adventure for itself. When the player notifies me "now is the time" I will prepare that content.
Soouu, I pretty much do the:
Or do you just use individual tables and look through the possible results when you just can't for the love of it come up with an idea for a name, a motivation or a patron that is not cliché for an otherwise 100% handcrafted scenario? Sorry for the wall of text
And sometimes
Do you roll up an adventure entirely just the way I described above, then take a long walk and ponder on how to make a good hook out of the nonsense?
But this usually leads me to change some of the rolled results as I come up with something better while trying to work out the randomness.