Randomness - The Clever Dm's Helper
Randomness - The Clever Dm's Helper
Randomness - The Clever Dm's Helper
d6
1
2
3
4
5
6
Race
Dwarf
Human
Human
Half-Orc
Gnome
Half-elf
Gender
Female
Female
Female
Male
Male
Male
Personality/Actions
New hire, nervous
Fawning, eager for tip
Nervous, skims money
Quiet, wants to keep the game going
Arrogant, hates customers
Criminal, in on the scheme
GENERAL ADVICE
Creating tables can save a lot of time, but it helps to have an idea of what you want to do with your tables and the effects
you can achieve with them. The specific contents of a table determine its utility. If you fill a table with dull and
uninspiring items, the table will produce dull results.
Recycle: Note my clever laziness in creating the tables above, where I reused the columns for race and gender. Once
you have a few tables, its easy to go back and mine them for useful adjectives and ideas. Also, since the employees
werent that important to the scenario, they got fewer columns. In the game, I expected the adventurers to deal with the pit
boss, the bouncer, and the owner, which is why I detailed those NPCs beforehand. Fully fleshed-out dealers and other
employees would have competed with my established NPCs in the story, so why put more energy into them?
Go For Extremes: Use traits that will stand out for the players. You might notice that in the first table, theres no
option for an NPC who is breaking even. The extremes stand out, so dont have an entry for a quiet NPC. Instead, create
entries that yield up characters who are mute, characters who shout a lot, or characters who speak only rare languages that
the adventurers might not know. This method makes tables easier to build because it allows you to think in terms of
creating opposite pairsfor example, the big winner versus the big loser in the first table above.
Avoid the Bland: Heres a good example of a mistakein the second table, I have Quiet, wants to keep the game
going. Thats not a great entry, since it has the potential to stop the interaction and make the adventurers move on.
Theres no point to an NPC who says nothing beyond, Go talk to someone else. Im boring! When you spot features like
this in your tables, revamp them to make them more interesting.
Action: Try to seed your tables with traits and ideas that prompt action in your game. In both tables above, notice how
the final column gives a simple personality trait and a description of how the NPC acts. In the heat of the moment, you
know how to portray the NPC to get things moving. Once everyone starts roleplaying the interaction, that initial sense of
how the NPC acts can drive things from there.
Bend, Fold, and Mutilate: Dont allow random tables to dictate the adventure. Always remember that a table
serves you and not the other way around. If an idea for a cool NPC pops into your head, just use it. Random tables should
inspire your creativity, not replace it.
Columns, Not Rows: If you find yourself creating larger tables, try to keep them wider than they are deep. Each
column of a table represents a broad type of attribute, while each row represents specific attributes within those types. Its
often harder to come up with lots of different specific attributes. For example, the number of potential races for your
NPCs is usually low, and its much easier to come up with six distinct motivations for a soldier in the town guard rather
than twenty. In my experience, the first few specific attributes are easy to generate, but once you need more than ten or
twelve, you start to struggle for ideas.
More importantly, a table with more columns than rows actually gives you more options. For example, a table with six
columns and six rows has the same number of entries as a table with three columns and twelve rows. But the first table
gives you 46,656 possible combinations compared to the second tables 1,728 possible results. At the same time, creating
a smaller number of rows for each table means that theres a better chance youll actually use a specific entry you created.
Thats intelligent laziness in a nutshell: maximize the return on the work you do!
Take Notes: If you use a table to create a creature, location, or some other aspect of the game that is persistent, keep
track of it. For example, when you create a random NPC, note the results, the characters location, and so forth. Soon
enough, you might have an entire citys worth of NPCs at your disposal, each represented by a quick assortment of
characteristics.
Keep it Fresh: Avoid using the same tables over and over again, and dont be afraid to create new tables by carving
up your old ones. Swap individual table columns around, create new columns as needed, and rotate out specific elements
that youve used a few times. Dont let your tables sit around long enough to start generating results that look too familiar
to the players.
Miss
d6
1
2
3
4
5
6
Foes Action
Saw attack coming
Defensive stance
Lucky move avoided attack
Skilled defensive move
Moves fast to recover
Last second adjustment
Result
Foe ducks
Shield block/armor absorbs
Foe parries
Foe dodges
Foe takes only a scratch
Foe twists away