Showing posts with label random generator. Show all posts
Showing posts with label random generator. Show all posts

Thursday, August 6, 2020

/\/\U%2D00/\/\: #RPGaDAY2020 6 - Forest

Today's #RPGaDAY2020 prompt is

Forest

I've been doing the Gygax 75 and have been developing a post-apocalyptic post-cyberpunk setting. The challenge guides you to flesh out a dungeon map after making a general local area for your PCs to explore, but I wanted to flesh out another area of the map. Here's the description I wrote before:

Malfunctioning Solar Forest South edge of map. I read somewhere that in the future we'd have fake trees covered in solar panel leaves that rotate to face the sun, atop trunks full of filters that remove CO2 and toxins from the air and produce algae. This forest's broken though. And full of wiresnakes.

This leaves us with a couple of key questions we can use to flesh out this area:

Why is the forest malfunctioning?

In principle, the solar leaves themselves could still function. However, the servos that rotate them toward the sun have rusted through due to lack of maintenance. Also, wires and connectors have come loose to to scavenger, animal and occult activity. And some of the trees are just engulfed, ironically, in real vegetation. The vast majority of the batteries that store charge from the solar trees have been looted or broken. The air filter and algae pool systems have also failed.

What are the consequences?

Clouds of toxic gases hang in the forest like mist, and the algal bloom has gotten so out of control that there are areas of noxious slime. Some of them are corrosive. Some of them, perhaps, sentient.

Many of the wires here became wiresnakes after the occult calamity. They lie dormant, hungry for energy. Other creatures live in this forest, eating the algae and the twisting metallic vines and electric berry shrubs that have reclaimed and integrated with the artificial forest. Things like rats and pigeons and cyberowlbears. Predators too: lazerhawks and wild dogs.

What can people do here?

It's a place to gather resources. The various kinds of algae probably have uses, as do foraged foods(?) like electric berries. It'll be hard to find any charged batteries, but some might not have been looted, especially deeper in the forest. The solar leaves themselves are absolutely still usable. And if you had some unfathomable use for a whole bunch of wiresnakes, this forest has got you covered.

It's also a place of power. As one of the locales where the natural world has fused most completely with occult computing, technocultists and reality-hackers come here to perform rituals and commune with the Web.

Why would the PCs come here?

Here's some hooks and rumours:

  1. Technocultists kidnapped an old man and took him to the solar forest.
  2. The old control centre in the middle of the forest still has fully charged, giant power cells.
  3. Young Fila swears they saw an owlbear climbing a solar tree.
  4. Doc needs 20 live wiresnakes for a thing. Don't ask.
  5. A reality-hacker calling herself /\/\U%2D00/\/\ is offering a way to jack into the Web without getting a virus, by hooking up to a specific solar tree.
  6. On the summer solstice, all the solar trees wake up again and everyone can charge their batteries--but the creatures are all really agitated.

Artifical forests with cyber-occult wildlife are cool.

Monday, August 3, 2020

Hanging by a: #RPGaDAY2020 3 - Thread

Today's #RPGaDAY2020 prompt is

Thread

Some years ago for the 200 Word RPG competition I came up with a mythologically-themed game called Strands of Fate, where the main resolution mechanic was two people each hold opposite ends of a length of string, pull sharply til it breaks, and compare the two halves to see who won.

I still think this is cool as hell and I want to learn how to lay out a nice PDF so I can put it up on itchio.

Some changes I'd make for clarity or to make it easier to play:

  • a set of d12 tables of deity-concepts, to give the players guidance of what sort of concepts to use. Note the deliberate omission of Good and Evil:
d12 Deity Concepts:   Abstract Worldly Elemental
1 Love Household Fire
2 Honour Agriculture Water
3 Death Hunting Earth
4 Secrets Sun Air
5 War Moon Light
6 Life Pain Dark
7 Inspiration Feasting Thunder
8 Lies Cooking Slime
9 Peace Healing Void
10 Chaos Fertility Ice
11 Law Craftwork Magnetism
12 Revenge Storms Metal
  • guidance for deciding on your deity's concepts:

"Each of you is a deity, responsible for some concept. It could be something abstract, like Love or Honour. It could be something mundane, like cheese or doorknobs. If you aren't sure, roll a d12 once, or twice and combine."

  • changes to who you control and how:

"[...] Deities each have two Chosen, mortals who are their pawns in a story of adventure, betrayal, magic, and secrets. A Chosen could be a legendary champion, or they could be a milkmaid. They could be born of the gods and aware of their destiny, or they could be entirely unaware that they have been touched by the divine. Your pawns are yours to carry out your will, and do what you decree unless your will comes into conflict with another deity. Give your Chosen names, so that it hurts when they fail."

  • clarity on collaborative narrative and structuring play:

"[...] A deity chosen by fate offers a simple quest: an artifact must be found, a war brought to an end, a competition won... In turn, each deity adds to the quest a detail related to their concept. Then a deity is chosen by fate to be the antagonist, who will offer obstacles to success. The protagonist's deity attempts to help, and other deities choose their own paths, making bargains and threats as they see fit. Take turns describing what the Chosen attempt to do, or what is happening in the world."

The result might be longer than 200 words but a little more playable. Now I just need to learn how to design a nice one-page rpg pdf.

Saturday, August 1, 2020

2d6 Electric Devil Skeletons: Gygax 75 Challenge Week 2

I've been working through Ray Otus' Gygax 75 rpg design challenge, making a post-apocalyptic setting where an occult calamity brought a cyberpunk dystopia to ruin (and it takes place about 150 years after the cyberpunk setting a friend's making for gygax75).

SPOILERS FOR PLAYERS

Tasks for Week 2:

i. "Get a sheet of hex paper."

I drew one by hand in a children's lined exercise book. 17x13 hexes, points to the sides. Will probably redraw on a different scale in Hex Kit.

ii. "One settlement of significant size."

The Dolmens. Central. Based on a dangerous area in Sean's gygax setting that features recently-built megalithic structures. Well several generations later they aren't recent anymore and the area isn't dangerous anymore--people just live in amongst these ramshackle stone slab lean-tos.

iii. "Two other settlements."

Trading Post. West edge of map. Situated conveniently between several large settlements, this village of tents and market stalls is a great place to arrange a meeting, get mods repaired, fill up on fresh water and greasy vendor food, and hear rumours from other parts of the world.

Wind Farm. North northeast. You got to charge up your powercells somewhere. Rusty old blades spin atop patched-up towers. This is like a community garden--everyone maintains it because everyone uses it. Doesn't stop some people from trying to own it though.

iv. "One major terrain feature."

Malfunctioning Solar Forest. South edge of map. I read somewhere that in the future we'd have fake trees covered in solar panel leaves that rotate to face the sun, atop trunks full of filters that remove CO2 and toxins from the air and produce algae. This forest's broken though. And full of wiresnakes.

v. "One mysterious site to explore."

Memory Garden. East. This is like a graveyard, but there are no bodies and the markers are things. Old coats and handwritten notes, abstract sculptures and grafitti and bicycle wheels with candy wrappers tied on the spokes. Nobody knows how it started, but tradition dictates that visitors leave a memory for someone or some event gone by. The memory guardians ensure that the esoteric traditions are followed.

vi. "One main dungeon entrance."

Abandoned Parking Garage. Southeast. Amongst the ruins of a cyberpunk sprawl there's a way to get into the old parking garage system that served the downtown megamall and associated office tower blocks. It probably connects to sewer systems and old subway tunnels that haven't been used in over a century. Early survivors probably stashed things down there, but people and creatures and other, nastier, things have moved in probably.

regarding scale.

I drew it with 3-mile hexes in mind but the scale of things doesn't seem right so I'll probably redraw with the recommended 1-mile hexes.

extra credit.

"Pimp your map."

I didn't do anything to my physical map but I'll mess around with Hex Kit. I wanted more stuff on the map though I added another area:

The Dominos. An area of old residential towers that have collapsed in such a way that it reminds folk of tumbled dominos. Its surrounded by dunes of grey ash--the eroded remains of concrete and ashphalt. Somewhere in the grey wastes is an enormous abandoned arcology-pyramid with a huge spherical chunk missing out the side.

"Create a random encounters table."

Hell yeah. I used the old advice of "2 is always a dragon and 12 is always a wizard", interpreted through this setting lens.

2d6 Encounter Description
2 Cryoleviathan. Sleeping. It hoards power sources, and collects people. It puts them into the hundreds of cryogenic pods inside of its body.
3 Ritual circle. Unholy computing stuff is wired all wrong. In the centre of the circle, someone is wearing a cyberhelm, jacked into the beyond.
4 Patrolling fascist drone. Will beat anyone who isn't an upstanding citizen of New Haven (which stopped existing over a century ago).
5 Technocultists. 1d6+1 cultists on the hunt for materials. They need blood and power.
6 Wiresnakes. 2d4 hide somewhere they could be stepped on. Attracted to power sources: they want to attach their prong-teeth and suck them dry.
7 Travelers. 2d4-1 fellow survivors. Wary of strangers. Don't want no trouble. Will trade if reaction roll goes well.
8 Riders. 1d6+1 antagonistic folk. Probably on horses, though 1 in 6 might have an electric mountain bike. They don't believe in laws and want to take stuff.
9 Electric Devil Skeletons. They want skin to cover their chrome. 2d6 skeletons lurk here.
10 Cyberghouls. 1d6+2 people who modded so much they've lost their minds.
11 An abandoned campsite. They left in a hurry--stuff's still lying around. A corpse is in one of the tents; it's missing its blood.
12 Ritual hacker. They're setting up equipment and aim to call a rogue AI for "favours".

Monday, July 6, 2020

Another Job for Penny: Detailing Jobs for Thieves, Interpreting the Value of Favours, and the Concept of Notoriety

Last time, I wrote about how hacking a sci-fi OSR mission generator for a tabletop duet game led to discovering a recursive random table that alters itself.

This time I want to flesh out in more detail how several random tables combined to generate interesting jobs for Penny the thief, and try tweaking the way some of the tables work.

The results of rolling on the job tables gives you only this information: a type of patron, a type of job, and its risk, distance, and reward. The patron table was detailed last time, but I'll include it here with the other tables (which I hacked from the sci-fi generator):

***

Thief Job Generator 0.2

Patron: 1d6
    1-2: criminal
    3:  noble/merchant
    4: government
    5: military
    6: former patron

    (if 6, roll on Former Patrons subtable. every time a job is accepted from a new patron, they're added to the Former Patrons subtable.)

Job Type: 1d10 (criminal: -1 to roll; military or government: +1 to roll)
   
    1: piracy
    2: theft
    3: confidence scam
    4: smuggling
    5: bizarre
    6: bounty
    7: escort
    8: delivery
    9: rescue
    10: disaster relief

Risk Level (ie; Number of Encounters/Challenges): 1d6

    1-2: three
    3: four
    4: five
    5-6: six

    (add Notoriety level to the roll)

Distance from Current Location: 1d6

    1: current location
    2: nearest village
    3: nearest city
    4: 1 weeks' travel
    5: 2 weeks' travel
    6: a months' travel

Reward: 1d6 & based on Risk & Distance rolls & Notoriety of thief:
        X = (risk+notoriety)*distance

    1-2: wealth worth X*40g
    3-4: favour (proportional to X)
    5: gear worth X*60g
    6: add 1 to Notoriety and roll again

***

There's a couple of things I want to point out and work on:

Changing the range of results on the Patrons table so that "criminal" happens on 1 and "former patron" happens of 5-6 would make jobs from existing patrons more likely, which can allow fleshing out those characters from interacting with them more often--which seems like it would be pretty fun.  In practice when using the table, sometimes a new patron would be generated that seems similar to an existing one, and so I'd just make it a job from that existing patron.

Shifting the range of outcomes on the Job Type table by just adding or subtracting 1 from the roll to make the extremes unavailable is a cool idea. I wonder what it would be like if it was a roll with a "normal" distribution like 2d6?  That would be a way to make certain types of jobs more likely and certain types of jobs more rare. I might do this and set "theft" to the centre of the distribution at 7 to make it the most likely kind of job.

You could make certain types of jobs -only- offered by certain patrons by assigning them an outcome outside of the normal range and using the +1/-1 trick. For example, 2d6 can give you outcomes ranging from 2 to 12. If you want only criminal patrons to offer an assassination job -and- make it really rare, you can assign that to an outcome of 1, and give the criminal patron a -1 roll modifier on the Job Type table.

The Risk Level can be interpreted differently based on the type of job. If it's a dungeon delve to retrieve an item, then the number of encounters could be the number of "interesting" rooms in the dungeon (ie a fight, a trap, an environmental challenge, etc). If it's a mission involving navigating the treacherous relationships between a number of gangs, then it could be the number of parties involved. It could be the number of locations that must be visited to collect parts of a document.  The Risk number could even be more abstract and refer to increasingly dangerous random encounter tables (ie; if it's Risk 1, roll on the Basic Encounter table, 2 roll twice, if it's 3, roll on the Challenging Encounter table, 4 roll twice, 5 roll on Deadly Encounter, 6 roll twice--or something like that). Note that the roll is added to the thief's Notoriety level--more on that later.

The Distance table is interesting. I adapted it for the kind of travel scale that made sense for a game where a thief goes from place to place doing jobs for patrons. This encourages travel from point to point on the world map, and this travel can either be abstracted away entirely, made into a ration-using navigation minigame, or turned into a full hexcrawl, as per the preference of your duet.

The Reward table needs tweaking to help with interpreting the results. I really like that it's based proportionally on the Risk and Distance results (and Notoriety--we'll get to it!). This is easy to understand for wealth and gear worth some multiple of the number, (and this multiplier should be set sensibly for the currency of your game: probably some fraction of the cost of a sword or potion, or of the debt your thief is paying off) But what does it mean for "Favour Owed"--the most interesting result on the table?

Before tackling that, I wanted to understand the way the results work. The result of multiplying Risk by Distance ranges from 1 to 36, but it's skewed--the most likely results are 6 and 12 (rather than the 18 you'd expect from a balanced distribution). On a graph, the peak is to the left and there is a long tail to the right.  This means that our thief can regularly expect low-to-middling value rewards but allows for a wide range of surprises to occur. You can get a little as 40 g, which is a job a thief probably wouldn't take just for the money, or as much as 2160g worth of gear, which could completely re-outfit our thief--but most likely you're looking in the 200 to 900 g range. However, a bunch of results just aren't possible to get, because you're multiplying two d6 rolls--you can't get 35, or 19, or 7... this results in less round numbers for currency value rewards, which is great for avoiding round numbers. Why offer a reward of 250 g when you can offer 240 g? And if you end up with 480 g worth of gear, some if it will be fun weird filler stuff because most equipment lists cost round numbers.

The question then becomes how to interpet this result as the value of a favour. An easy way to get around that is to treat it just like wealth or gear, but delayed or specific to certain context. Ie; the patron can pay off a bounty on your head worth X*50g, or source a special potion you need, or get you a specialist hireling for job you're doing, or a place worth that much to use as a safehouse, or perhaps a permanent discount at a particular merchant.

But the thing that makes favours interesting as a reward is their potential non-monetary value and their flexibility.  You can forsee our thief calling in a favour to arrange a meeting with an elusive clan leader, or to get safe passage through a warzone, or to hide in the secret basement of the shop when the royal guard is sweeping the town, or store something in the count's personal vault. And the thief will certainly come up with unexpected favours to ask of their patrons. Ultimately it might not be possible to "quantify" the value of such a favour, so probably the best we can do is ballpark the range of outcomes, provide some examples and leave it to the GM's discretion.

Lets say for now we carve out the range thus:
  
Patron Favour Value:

    1-6: Small Favour
    7-19: A Favour
    20+: Extraordinary Favour

This is probably the thing that needs the most work. It would probably be easier to just add Risk+Distance and centre this on a normal 2d6 distribution. OR I could just collapse it entirely! A result of "favour" is exactly that, no monetary value considered, and it's up to the duet to figure it out.  I kind of like the simplicity of that, but maybe there's an equally elegant way of still using the Risk*Distance number.

Finally: Notoriety.  Notoriety was my way of figuring out what "Reward Risk" meant in the original sci-fi mission generator I hacked for this. The really interesting recursive result on a 6 to "roll again and add 1 to Reward Risk for all future missions" felt like an abstraction that could be made specific and meaningful in the world of thiefy adventuring. We could take that number and store it separately from the Reward table and make it matter elsewhere. My solution was to make it a kind of reputation mechanic: as the thief does more jobs throughout the world, their Notoriety increases. As they become more Notorious, the jobs that patrons offer are more dangerous--and more rewarding. Not only that, but successfully completing a job gives a chance of Notoriety increasing, as part of the reward!

There is scope for Notoriety to interact with other game mechanics. If there are morale checks, perhaps rando bandits are less likely to stand their ground against a notorious thief. If there are recognition checks, perhaps merchants are more likely to provide a discount, or share the secret menu--but so too are town guards more likely to see through a hasty disguise. Depending on the amount of record-keeping you want, Notoriety can vary in different regions of the world based on where jobs are completed.  Perhaps certain patrons no longer want to offer jobs to a thief that everyone has heard of. And of course, depending on your particular thiefy exploits, GM fiat can award a point of Notoriety as the result of doing something particularly public. There's even the opportunity for the thief to do things to -lower- their Notoriety because it's making things difficult for them.

It turned out to be quite a meaty way to use a single number!

Anyway: here's a sample set of outcomes from rolling on all these tables:

> criminal, piracy, risk lvl 6: six encounters, two weeks travel, gear valuing 1800g

> noble/merchant, bizarre, risk lvl 5: six encounters, next village, +1 Notoriety and a favour

>noble/merchant, theft, risk lvl 1: three encounters, current location, a small favour

These starting points leave quite a bit of fleshing out to do. Who actually is the patron, and what is the specific nature of the job?

Next time: MORE TABLES



Monday, August 5, 2019

A Job for Penny: Discovering Recursive Random Tables

In a period of time in which it was difficult to play tabletop games with our friends due to time and distance, my partner and I made up a game where I GM'd her adventures as Penny, a master thief who would take jobs for fun and profit. We used Scarlet Heroes, whatever maps I could find, and a large amount of random tables to allow Penny to play in a fairly open sandbox.

The name of this blog comes from this game.

Many of my interests in RPG design and GMing were developed, if not sparked, by Penny's Ventures: one-on-one games (which Kirk Johnson-Weider, in his excellent series of columns on RPGnet, called -duets-), player-focused prep (ie; trying to create only what would matter to the player--especially important when there is only one), timer mechanics for pacing (very much related to fronts from Dungeon World and the clocks in Blades in the Dark) and--most enduringly--the use of several random tables mashed together to quickly generate a number of hooks and encounters.

Penny would receive criminal job offers in dead-drops she had secreted throughout the world. Each job would be from a patron (that she either knew already or was someone new) and included broad details of the nature of the job, potential rewards, and how far it was to travel from her current location. She could choose whichever one caught her interest, at which point we would use the selected job, a few more random tables, and the current context of the gameworld to set up the details of the game session--either right there at the table (in a quick and dirty manner), or well beforehand if I had texted my partner with a list of jobs and they picked one for the next session.

I want to dig into how I generated Penny's job offers, because it was key to make them interesting and fun as well as tie in to Penny's background and the gameworld.

It started with researching patrons and jobs as used in sci-fi freelancer games like Traveller. The patron-job structure needed for Penny was a clear analogue and I figured I didn't need to reinvent the wheel when I could just reskin a sci-fi one for the generic fantasy realm Penny played in. I ended up choosing the Mission Generator from Thunderegg's OSR Sci Fi GM Screen they made for running White*Star--it was freely available (at the time--I'm unable to find the pdf they offered now but the blurb on the RPGGeek page confirms my memory), very simple, and very hackable.

It boils down to 5 random tables:

1d4 to get a patron. (Corporate, Criminal, Government, or Military)
1d10 for what they want. (ie; Smuggling, Escort, Con, etc)
1d6 for the risk (how many encounters it will entail).
1d6 for how distant the job is. (your current planet, in the next star system, etc)
1d6 for the reward.

I liked that the "what they want" roll was modified by the type of patron. -1 for Criminal, +1 for Military or Government. The table is written so that the extreme outcomes (and therefore, certain kind of jobs) are more or less likely depending on the patron. Some of the tables made certain outcomes more likely by giving the same result for a range of rolls (ie; a roll of 1-3 gets a certain result).

Also, the reward was a) not always monetary (one outcome was "favour owed" which I LOVE), but also b) proportional to the Risk roll+Distance roll, which is a neat way to automatically ensure that harder jobs are worth more.

The thing that -really- caught my attention was the reward table result for rolling a 6: "Roll again, plus add +1 to Reward Risk for all future missions". Over time, missions get more difficult and take a longer time, in a way that is disconnected from the PC's level. That is, on the assumption that this is actually permanently increasing the Risk roll (AKA nudging upward the likey number of encounters the mission will entail), and not just inflating the Reward on its own (because "Reward Risk" is not explained).

In any case, the idea that the result of a roll on a random table could alter future rolls on that table is -very cool-. The use of nested random tables is long-established, where a certain result on a top-level table gets you to roll on a different sub-table. There are also results like "roll again on this table" or the more interesting "roll again and combine". But here we have random tables that are -recursive-; that not only refer to themselves but can -alter- themselves.

Has anyone seen recursive tables before? Let me know--I couldn't find any in a cursory skim of bookshelf.

***

The table determining the patron offering Penny a job is as follows:

1d6: Patron
1-2: criminal
3:  noble/merchant
4: government
5: military
6: former patron

If the result is 6, we roll on the Former Patrons subtable. Every time Penny accepts a job from a new patron (1-5), they're added to the Former Patrons subtable.

As the game progresses, Penny's list of former patrons grows, and she will receive job offers from people she's worked for before. This gives a nice sense of continuity, and the potential for some interesting decisions and mechanics. What if refusing to take enough jobs from a former patron culls them from the table? Or if choosing between two former patrons will cause conflict between them--say, if one patron asks Penny to steal from another?

Next time, I'll talk about how I flesh out the patrons and their jobs, and experiment with the structure of the tables.

Wednesday, November 2, 2016

All Souls Day

This month I am creating a game for NaGaDeMon 2016. You can follow along from the beginning.

Before I dive right into writing a game in Texture, I want to get a sense of the setting, characters, and plot I could work with. A lot of my creative energy recently has gone into preparing material for the Xenoarchaeology game I want to run, and I don't want to use that for this game project.

My favourite tools to inspire some creative thinking are random generators, and one I like in particular when thinking about setting is Instant Game by Mike and Kyle Jones. The pdf was available for free from the Animalball games website, but that has gone offline and now it's available from archive.org. It's a rules-lite game system that comes with an incredibly useful set of d100 tables with titles like "Tones" and "Things" and "Other Things".

To generate an instant setting, you roll on the tables {Setting, Tone, Thing, Thing}, which I will do below and see what ideas the results spark.

Setting: 19--Contemporary
Tone: 77--Realistic
Thing: 11--Blood
Thing: 55--Mysterious Energy

Well, I'll admit that initially I'm a little disappointed... but there's definitely some interesting stuff here. The first three elements immediately put me in mind of police procedurals, and serial killers, of crime or horror, involving some kind of investigation. Maybe I could twist that: perhaps this takes place in a blood bank, or a hospital, or a slaughterhouse. Maybe it's somewhere that involves blood in a less direct way: out hunting in the woods, or in miniature, inside a body.

The final element of mysterious energy adds a nice feel. Perhaps the police are investigating cultists who might be conjuring something up. Perhaps the blood is part of or being affected by some energetic phenomenon (like mutations, or superhero origins). Maybe the blood is the source of magic, in some ritualistic way, or maybe in a sort of druidic/natural/life-force way.

This is a rich vein (ha!) to draw from, but maybe another roll on the tables will help narrow it down. I'll roll on the Descriptor table to modify one of the Things, and on the Places table to narrow down the setting.

Descriptor: 31--Extravagant
Place: 36--Graveyard

Crime and horror it is, then. Lets say that "extravagant" goes with "blood". Some kind of intricate pattern of blood is necessary for a ritual, and it all culminates in the graveyard?  What if it -begins- in the graveyard? What if the player is not investigating a cultist/murderer, but actually IS one? Maybe a reluctant one who doesn't want to kill anyone, so instead digs up graves to acquire the necessary blood.

Alright! We have a game. The player chooses bodies to dig up in a graveyard in order to collect blood which must be arranged in a certain way to accomplish a ritual involving mysterious energy. Darker than I thought I'd go, but I suppose today IS All Souls Day...

Next steps: play some games in Texture to familiarize myself with it, and flesh out this graveyard game by adding some plot details and obstacles.


Monday, August 22, 2016

To Be Quite Frank, I Don't Like Elevators

Today's #RPGaDay2016 prompt is: supposedly random game events that keep occurring.

I rely on random generators to add variety to my games now, but I didn't used to. This question has a clarification on the BrigadeCon site: "Tense outcomes are resolved using dice or other randomizers in the majority of our hobby's games, and devices such as charts, or lists are popular in some types of games. What random series of events or outcomes in your game ended up feeling not at all random?"

One of the bizarrely regular "random" events I remember is actually the result of -not- using random generation. Whenever the PC's met an otherwise unimportant NPC and wanted to know their name, I would just make something up. And it turns out that the most random name I can think of is "Frank". Once my players had met about five or six Franks, across several different games, they started to just assume any NPC would be named Frank. Often I'd just roll with it, and the cheeky bastards would make a big deal of how many jobs this one Frank must have, given that he's a cab driver, security guard, shopkeeper AND arms dealer.

Another recurring element in pretty much all of my modern games was established as the result of a random roll in the first adventure I ever ran (barring an aborted one-shot which ended in about 20 minutes after a single skeleton TPK'd my roommates). To introduce the setting and tone of my d20 Modern dark urban campaign The City, I ran a prequel one-shot where the PCs were agents of Department 7 investigating power outages at an underground research facility. As they took the elevator down into the sub-basements, I rolled percentile dice to see if anything went wrong. And it did, spectacularly. The power outage and an electrical storm combined to short out the brake system, sending it plummeting all the way down and dealing significant damage to the PCs who didn't make their reflex saves. Purely by accident, it was a pretty awesome way to get them down into the basement with no turning back.

That would have been the end of it, but once The City campaign actually started, the PCs would often end up in elevators. I rolled every time, and -every time- something went wrong, from simply getting stuck to getting attacked by monsters during a blackout as the elevator screeches downwards. My players eventually just stopped taking elevators. I should have some horrible things happen on the stairs...

My random event check was mostly based on intuition: I'd roll d% and vaguely intuit that something really bad would happen 15% of the time, and negative up to 30%-50% depending on the situation. But given that I enjoy making an "elevator check", let's have a table! (and because I've been messing around with normal distributions for random generation lately, let's do that too)

2d6Elevator Mishap
2roll twice and combine
3CABLES SNAP—the elevator plummets!
4a ghostly elevator attendant manifests and will only take you to the non-existent 13th floor
5odourless red mist begins seeping in through the vents
6a Cheeky Urchin has pressed all the buttons before the PCs got in
7the elevator arrives at the expected floor
8men in black suits have suddenly always been in the elevator
9bad wiring—the buttons electrify and deal 1d6 shock damage
10emergency brake activates, the elevator screeches to a halt between floors
11the elevator becomes sentient and is attempting to eat the PCs
12roll twice and combine