Random Fucking Tables - You're using the mother fucking tables wrong and have no fucking idea at all how they are supposed to work do you?
Oh God, please don't tell me you're taking the AngryGM approach to D&D writing now...Random Fucking Tables - You're using the mother fucking tables wrong and have no fucking idea at all how they are supposed to work do you?
But if you do; try halving the word count and not self-censoring your profanity...Oh God, please don't tell me you're taking the AngryGM approach to D&D writing now...
Good topic. Half the OSR includes it as a sort of ritualistic observation to the past without understanding its purpose and they must be shown the error of their ways.Random Fucking Tables - You're using the mother fucking tables wrong and have no fucking idea at all how they are supposed to work do you?
There's been a lot of scorn heaped on Random Tables here recently, much of it valid. It's frustrating to see a gorgeous idea tucked away in a random number on a table full of other great ideas and know that unless the players farm an area, there's a high probability they will never encounter it (unless you fudge the roll). But that's just it. Sometimes the table is there to make a situation fluid and break a DM out of a rut, like Squeen mentioned. And not just a writing rut, but an on-the-fly, in-game rut.I think when the latter is (mis)used to determine the content mid-game for a keyed location, that's what seems just plain negligent on the designer's part---since you've paid his or her's lazy-arse to do the off-line part.
Boy-o-boy, have I got the game for you!! Have you ever heard of Yahtzee!Also. Tables are super fun for those of us who enjoy rolling dice.
It's possible we fall in love with the ideas we come up with for our own procedural generation and end up publishing everything rather than whittling it down. Or... I occasionally find myself having such a good time with my own randomizer that I start to wonder if other DM's might also.The problem, I think, is that designers are using tables as generators to build whole chunks of the adventure, rather than tools to ensure there are no repeating encounters.
I think those examples are less egregious when it comes to tables because tables are their whole gimmick - they are at their heart procedurally-generated adventures. That's their main selling point: never the same adventure twice.I enjoy titles like Stygian Library, Gardens of Ynn, Castle Gargantua, UVG etc. Some people really don't, and that is okay.