So, in respect of Prismatic's Blogwagon topic, I suppose I should actually write a bit more on process and methods, rather than just spamming them with random tables. Not that there isn't another random table residing directly below...
I'm a middling GM and writer, at best. Most of my scenarios and creativity are pretty bog-standard as far as RPG content goes. I crib from better creators wherever possible, and chink up the cracks in material content with my ideas where necessary.
So, I'm not going to come up with any groundbreaking theory or mechanics, just what works for me, and maybe help a dear reader or two.
First of all, for any session or scenario, there is little need to build out bespoke random table contents. With fifty years of publications and web content, there's likely a random table that fits your needs.
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| Even the infamous ones... |
Plenty of TTRPG books include monsters encountered by terrain type. Sort by HD or whatever criteria, and accost your players' PCs at your leisure.
And, the tables don't have to be fancy. Even for a campaign-level setting, there will be the things encountered more regularly, and a few rarities that may only hit the die rolls a few times. Call them the residents vs the exotics, perhaps. The tribes of orcs vs the one dragon. Grade on a curve - 2d6, 3d6, etc. Again, smarter people than me have expounded on this.
"But what if I want to random some stuff up, Mr. Leicester?" I hear you say. Well then, go for it... with the only real caveat of, "make them make sense."
Looking at my last blog entry, there is The Randomness of the die rolls, with the list of qualities or attributes for each creature. Then, the "heavy lifting" of creating some logic for making that particular arrangement fit into your setting. Particularly for a sandbox-type scenario, where the exploration and encounters themselves inform the larger play (we'll also be delving into this based on our last campaign session...)
And it might not work. Sometimes the dice aren't always right. Regardless, making something out of a bunch of random rolls, be it filling a dungeon, or creating a critter, is still good practice, and an opportunity to keep the brain flexible.
And I'm sure that I have at least one failed experiment that showed up elsewhere...
Anyway, I was going to expound with more detail, but The Muse just isn't there, plus anything I'd write would just be repetitive and hackneyed with respect to other, better writers.
So, I guess, in the continued spirit of randomness and making things fit in a world defined by exploration, here are D66 sights and sites within The Badlands of our little campaign. One or two have already been rolled, found, and poked at by the PCs...
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EDIT: For the exploration/emergent style game I'm currently running, the the d66 works well to inform me on the atmosphere of the region. This particular list is a mix of standard trope items, some weirdness, science fantasy. Plus making a list of 36 items is manageable. I'm no ktrey. Like the other d66 tables, hopefully it provides enough breadth of items, but doesn't seem too unwieldy (Mostly one-pagers with a friendly font size).
Anyway, with a few rolls during play and exploration, the found world will get a bit more populated, and perhaps some connections and history will make themselves apparent from the rolls of the dice. And the deeper the party goes, and closer to whatever lost city(ies) they may find, I'll have some foundations to build on before they get there.
"Check this out, Zanegar, another Edsel!"
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