Originally posted by Malenfant:
I've never understood this sort of thing. Generally one really doesn't need tables to say whether it'll rain - it's surely better left to common sense, it's not like the likelihood of rain generally is that esoteric to figure out.
(snip)
It just strikes me as odd when people say that Traveller gives them freedom to do anything they want in their games, and yet at the same time it has these tables that seem to expect people to be rolling for absolutely everything that could happen (e.g. the likelihood of rain, what ship passes you on your way to the starport, etc). I'd find that kind of thing to be actually restrictive myself.
See your point, but have to disagree, Mal. At least in some cases.
Sure, if rolling and rolling is bogging down a game, then throw it out. Don't roll for random encounters. Don't check to see an NPC's reaction on the reaction table. Don't roll to even see if it will rain.
But sometimes...
Rolling things adds something "cool" to a game session. It's that air of unpredictability. A player comes up with a question, and the GM says, "I don't know. Let's see..." And, away the dice go.
As a GM, I find it "fun" to discover things, along with the players, as the game moves along.
If rolling and rolling does nothing but bog down the game, then I'll be the first to throw it out and make up stuff as we go.
But...well, let me give you an example that comes to mind. This is a real scenario that happened in my last Traveller campaign a few years ago. It's one of those "we-still-talk-about-it" moments.
The characters were in a startown bar. They had gotten there simply because one of the crew wanted to get a drink while the ship was in town. This wasn't one of my planned encounters at all. We were just winging it. Sometimes, some of the best gaming sessions happen that way.
Well, some of the crew (three of them) go into the bar, settle in, and get a drink. I role play NPCs in the bar, just doing stuff off the top of my head. An enjoyable role playing encounter happens. I take the opportunity as GM to use that vehicle to give the PCs some information I wanted them to have. The players were "ecstatic" because they thought they had "earned" something (the info) because of their actions in the bar. I liked them feeling that way, and I sure as heck wouldn't tell them that I was going to find some way to get them that info--I just saw an opportunity to put the info in the game where it looked like it grew out of the conversation with the bar NPCs.
So, GM and PCs are happy.
I felt the encounter was getting a little stale, and I sure didn't want to ruin a good thing--we'd had such a cool time doing this role play encounter off-the-cuff, that I decided to "herd" the players back to the ship.
So, a bar fight broke out. Not around the players, but a few tables over. I figured the players would take that time to exit the bar and return to the ship rather than deal with the fairly high law level on the world.
Normally, I would have predicted my PC's actions perfectly, but what I didn't realize was that the PCs had formed a bond with the NPCs who they roleplayed with earlier in the encounter. Now that the fight broke out, they weren't about to run if the NPCs were going to be involved in the fight.
I saw what they were doing, and in an effort to continue to herd them back to the ship, I had the barfight escalate. First, a knife was drawn--from a fist fight to weapons--then bottles were broken and used as weapons. Pool cues. Until finally, the first pistol made its appearance.
Well...
I was thinking that that would scare the PCs off. I run an exciting game, but combat is deadly in my campaign. When you're dead, you're dead. And, my players tend to get attached to their PCs. They respect combat--they know they're not superheroes. The could die.
Given that, and the fact that the planetary security might bust in at any moment, I figured the PCs would make their exit.
They didn't.
So, the bar fight turned deadly, quickly.
One PC ran and jumped over the bar. The player said, "This is a bar, right? There's got to be a shotgun, or a ballbat, or some such weapon under here somewhere, yes?"
I don't know.
This is where I went to dicing.
"Let the dice decide."
Higher die said, yes, there was a weapon somewhere near where the character was.
The players' smiled.
I separated the bar into 6 separate sections, the PC being in section 3, and rolled 1D to see exactly where the weapon would be attached to the underside of the bar.
....I roll a "3". Right in front of the PC.
"Yeah!" The players yelled!
"What is it?" The player asked, "Right after I jumped over the bar, I looke up, and what do I see staring me in the face?!"
Well, we came up with five weapons: A shotgun (1-2); a pistol (3); a ballbat (4); a knife (5); and a buzzer that would immediately call the cops (6).
I let the player roll this one. It was such a cool thing to happen in a game. All the random rolls has scored in his favor.
As the single die he rolled flopped on the table, all of use strained our necks to see the outcome.
"2"
The PC was staring at a shotgun strapped to the underside of the bar.
He pulled that sucker from its straps and came up pumping that sucker at the guys with the guns who had escallated the barfight to the gunfight in the first place.
It was cool shit.
We still talk about that night.
You know, Mal, had I just made it up as I went along and said, "Sure, there's a weapon there. You see a shotgun right in front of you after you recover from your dive," it wouldn't have been near as cool.
What made that game session so cool (besides the well role-played encounters) was that the game session turned out the way it did
because of the random die rolls.
So, I say, yeah, random rolls definitely have a place in an enjoyable RPG session.
It's the good GM that doesn't let them get out of hand. Don't dice for everything. Use your sense of drama, taste, and timing. Always keep the game interesting.
And, always keeping the game intersting sometimes means random rolls.
At least, that's the way I run my games.
-S4