Since I'm working on a book chock-full of random tables I've been thinking about which ones to include and why and blahhhhhhh...
Alright. Basically there are 3 kinds of tables:
1) Tables designed to use randomness to create dramatic tension (Slow Tables) These operate by purposefully going slower than the speed of thought. They give the roller less  information than s/he needs to figure out all of what's going on. Roll  initiative. Tension mounts. Roll to hit. Tension mounts. Roll damage.  Tension mounts. Roll to see if you save vs, poison. Tension mounts...  aaaaaand you took 3 points of damage and are paralyzed on account of the  Toadweasel's poison dagger.
It took 4 rolls to figure that out & it was worth every second. (In  theory.) You could, in fact, see the whole game as basically rolling on a  series of tables that slow the story down and build tension. "Do you,  Vrothgrontnar, want to take the Chalice of Especial Destiny across the  Plain of Choogle to the Fire Queens of Northern Sucktania?" "Yes, yes I  do." And you could just end it there. He did it. But instead, you roll  on some tables and do some other things to slow the whole thing down and  break it into parts with details.
If, instead of actually playing, you just did all the math on  Vrothgrontnar's chances and built a d1000 chart and had him roll on it  and then read off a result which included a rich, novel-length  description of a whole adventure he just had: "Well, first you woke up  and brushed your teeth, then you went and got some henchfolk,  then...fire pits...gargoyle feast...three wicked sailors...Gates of  Skrowwbe..."etc. could possibly provide exactly the same amount of information as the chronicle of the game. But it would have no dramatic tension as a game (and no place for choices, but that's another post).
Anyway, point is, in this case, the table--or, usually, "series of  tables"--is used to provide small details which, in themselves, mean  little, but which slowly accrete into a story.
2) Tables designed to use randomness to  quickly choose between a very large number of plausible options so that  the game can continue smoothly (Fast Tables) These operate by purposefully going faster than the speed of thought. They give the roller more information than s/he could have invented spontaneously at that speed or  if not that, then at least they allow the roller to have options  presented to them with a level of regularity matching reality, genre  expectations, etc. that would require a lot of thought s/he couldn't  have put in that fast (i.e. I don't roll up "Polar Bear" on the  wilderness encounter chart because I couldn't have thought of a polar  bear that fast, I do it because I trust the table to be balanced to  provide me with polar bears about as often as I or the game designer  think polar bears should turn up on the pitiless tundra of  Harshlandica.)
These charts should provide the roller with the most information s/he  could possibly assimilate at a glance and are mostly useful for things  that the game feels should/could be randomized but aren't all that  dramatic ("What's the layout of this building?") or for DMs in the  middle of a game.
3) Tables designed to handle extremely large numbers of options during DM prep.  An example of this would be the Random Magic Item tables from the DMG.  The emphasis in these tables is, theoretically, providing a statistical  balance of whatever element the DM's trying to roll up.  These are the  easiest to design since they don't have to weigh statistical accuracy or regularity or verisimilitude or whatever they're going for  against anything else. People who use them are usually doing it because  they like to and have free time on their hands.
Making them faster is possible, and occasionally desirable for a busy  DM about to run something. When trying to design faster tables of this sort you can pretty much  follow the same rules as Fast Tables above.
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Ok, so a series of Slow Tables should provide a stream of details  at a rate that keeps the tension high. A single Fast Table should  provide a ton of information all at once so that situations can be  nailed down quickly and everybody can move on to the fun stuff.
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Designing a good series of Slow Tables usually means that each roll  provides some concrete & identifiable detail about where the  situation is going which means something to the PCs in terms of good or bad.  "Initiative" can go well or poorly, "to hit" can go well or poorly  & "damage" can go well or poorly, for instance. A Slow Table which  just goes "Ok, roll to see who notices...ok, it's someone lower  class...ok, roll again...ok, its someone in the service industry...ok,  roll again...it's a charwoman!" is, most of the time, not going to  increase tension, it's just slowing shit down. Might as well roll your  random innocent bystander on a Fast Table.
Probably the classic example is the hit location table--the problem is  not that it's a whole extra die to roll, the problem is working it into  the "story" of the combat system tells in such a way that you don't hear  "upper arm" and just go "Ok, and...?".
Whatever version of Rolemaster I just played handled that pretty well by  folding hit location into a system of high, medium, & low crits, so  you hear about what you hit and what that did at the same time.
In other words, don't design a Slow Table to slowly narrow down  categories unless those categories mean something to the PCs in terms of  what they're trying to accomplish.
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Designing a good Fast Table means extracting the maximum information from each die roll.  This usually means that you put tons of effort into creating unique  results for the table when you're not playing so that all that  creativity pops up instantly when you are playing. A d100 chart with 100  results and 1-2 line descriptions of each result is a typical good  example, but there are other ways to do it.
For example: Factoring in even one of these other conditions in addition to what's on the die can allow you to parse between far more than 100 options on a single roll:
-what PC rolled the die (race, class, male, female)
-who rolled the die (player position-1 to the left of the DM, 2 to the left, 3 to the left, etc.)
-where the die lands
-color of the die
-size of the die
etc.
For example, you could stock a hexmap in a second by assigning different  dice (different color, different size) to various monsters likely to  show up in a certain biome. D20s would be the weakest monsters and d4s  would be the toughest. Then just drop all the dice onto the map (behind  the screen). Wherever a die lands, that many monsters of that type are  there. Any dice that don't land on the map aren't there. When the PCs  approach a hex, you can look it up.
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Combat is usually a Slow Table thing. However, there are times a Fast  Table could come in handy: mass combat, naturally, and in situations  where the DM is rolling several enemies attacking simultaneously &  the combat hasn't progressed to the point where PCs are scared that  every time a die hits the table they might die.
Character generation is usually in the game-as-written as a Slow Table  thing (with options between rolls) but there are lots of times when a  player or DM would want it to get done as a Fast Table thing. Games can  have both--a slow system for excited newbies & character builders,  & a fast system for replacing dead PCs midgame and generating NPCs  on the fly.
Here's one for D&D if you have lots of dice: assign each color of  die an ability (dex, con, etc.) and roll them. If you're real lazy you  can roll 6d20 and just re-roll or rationalize anything outside 3-18.
A common annoying thing in Slow Table character generation is later  results which repeatedly void the results of previous rolls. Like I  notice in Teenage Mutant Ninja Turtles that half your ability scores  don't mean anything when you first roll them since you renovate them  constantly at every stage of the process (you're a raccoon? +5 pp, -3  ps. What size are you? Oh, that's a +4 ps) so it's hard to get a sense  of the PC taking shape in your mind. (In Paranoia they do this on  purpose, but that game's really more like a bunch of Fast Tables stuck  together in order to disorient the PCs.) I'd suggest that if you're  designing a game where the physical form of the PC is wildly in doubt  that you get most the powers and ability-altering weirdness in first so  that when you do get the ability scores then they actually feel like  you're deciding something.
Treasure is usually a Fast Table, but you could build Slow Tables for  treasure (or just about anything) if you want to use the tables to narrate  the process of finding the treasure.  The trick is the table reveals  things from the PC's point of view.  Like: "We search the body"(roll, roll)"Ok, the 'What's does it have in  its pockets? table' says a cursory pocket search reveals nothing. Do you  want to roll on the 'What happens if I take off its clothes?'  table?""Ok" (roll) "There's nothing but a dagger and a crude tattoo of a  dancing hog under the clothes, but there appears to be an unnatural  lump in the creature's throat, do you want to roll on the 'What's in  it's throat?' table?'" etc.
Or: "It's...(roll roll)...shiny," "YAY!" "and...(roll roll) about 3 feet  tall""YAY!""...and...(roll roll) it's a giant slug and it's  alive!""Fuck.".
If you build Slow Tables you might end up  spending a lot of time not using them. The best Slow Tables are  specific to a certain narrow situation but also re-usable, which is a  pretty tough bill to fill. Attaching them to a thing the PCs end up  bringing around with them (like a car or a horse or a spell) is usually  not a waste of effort.
Aaaaand...that's it for now.
Party Like It's 1979
                      -
                    
 
(Art by Cynthia Sims Millan, 1978)
I've got my half-round combat and floating seconds initiative for the 
low-rollers. What else from golden games of yore ...

13 comments:
I've been playing around with a kind of fast table called a dice map: roll dice on printed diagram, interpret the result of the dice based on where the dice land. Lately, I've been working with a six-wedge map based on the six attributes, which can be interpreted in different ways. Lots of examples of using that map in my dice map category; I'm working on revising the map to include more hints on alternative interpretations, to avoid looking up results on multiple tables.
@Talysman
there are some similar ideas in the upcoming Kit, and also here:
http://dndwithpornstars.blogspot.com/2009/11/easiest-hit-location-system-i-could.html
What you're calling a "Slow Table" I just call rules ... a "Fast Table" (what I call just a "table") is indeed a way to encapsulate something that would take longer to do the rules way.
It's also a way to ensure your idea as a DM of what happens next is fair, random, and can surprise you as much as the players.
I don't really like what you're calling 'slow tables'. I understand Roger the Gs's thinking but I also get that in some games, like D&D, attack and saves can be determined on a table.
Unfortunately, I've never been a big fan of that concept.
I'm really liking the One-Roll-Engine where a single roll determines hit and damage but still has variables and variations depending upon what came up on the dice. It simply keeps things moving for me and still gives me (as GM) room to embelish.
I'm finally getting to work on my own self-published game and I'm thinking of a similar mechanic for it, though I haven't decided yet.
Very nice! I'd never considered the view from up here before... :)
Began reading...got a minor headache as I read through table design theory 101...skipped to the comments section to add this:
The bottom line question for you Zak, I think, is what would make me buy a book of your tables? Well, I begin my decision making process with with "What do I like about Zak's games which would present well in tables?" Answer: The random weird quirky creative shit, that I could use in my own games.
Tables of random mushroom effects. Tables of snakes and what they say if run through that weird snake reader thingy. Bottom line, anything different that has your own creative stamp on it, that makes me say "Yup, that's a Zakian table all right."
I take that table, insert it into my game, and add a bit of you and your flavor into my campaign. The players get to feel a taste of what it would be to play in your game.
Tables of just random gems and other boring mundane stuff would not interest me in the slightest. We all have countless resources for that, starting with (and perhaps ending with) the original Gygax DMG.
My 2 coppers.
@joethelawyer
remind me to one day write something that that comment might conceivably be a response to.
no prob. like I said, I read this:
"Since I'm working on a book chock-full of random tables I've been thinking about which ones to include and why and blahhhhhhh..."
spaced out on the theory section, and decided to add to the part that I digested, the "thinking about which ones to include" part.
Good luck with the project
Man, i would love a Fast Table for when monsters outnumber PCs... 2:1 fights are okay, but when it gets to 3:1 and 4:1, I want results fast. Maybe it's not the right thing for Vornheim, but if you ever figure out something like that, I'm in.
@Odrook
Totally got you covered, baby.
I second the interest in the Fast Table for outnumbered combat. I've seen a few attempts at something to streamline the GMs side of combat like that, but in my experience they tend to be excessively deadly to the PCs. I'd love a balanced, functional Fast Table for that.
Excellent analysis Zak. I learned something today because of you, and that makes me very happy. Like trollsmyth, I'd never looked at tables this way. I'll be thinking in these terms when I design and utilise tables (or table-like situations) from now on.
Oh man. I've never thought to consider the different types of tables and exactly what im trying to do with them. A very elegant and accurate solution I think. I have since reviewed a bunch of my own random tables and noticed that they fall into those categories... and now I must adjust a few of them so that they do what I want them to.
Thanks again for your wonderful creativity and insightful analysis!
Also: The game system I'm making totally has a slow and fast method of character generation (Story or Easy mode)... Now everyone is going to think I lifted the idea from you. You've ruined everything. Bastard. =]
ALSO: Toadweasel. So good. Clearly he is a repulsive and horrible cellar-dwelling knave. <3
Cheers!
T
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