I saw this post by the well-known blogger, podcaster and RPG great Judd Karlman.
It got me thinking about random table structures, and so I wrote this:
The idea here is to consider how to make/tweak random table structures to suit your RPG needs. It probably overeggs the pudding. However, if this might be of interest, please check it out.
Snap shot:
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Me on DriveThru; at the moment I’m mainly pimping my procedural:
:: High Seas ‘Hex Crawl’ – In the Heart of the Sea,
:: Wilderness Hex Crawl – In the Heart of the Unknown,
:: Dungeon/network generator – In the Heart of the Delve & Dangerous
I know a lot about probability and distributions and I thought I already probably knew everything you would say, but this document has actually taught me a few things that will make making tables easier, if not also better. Thanks!
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:O)
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Spotted your thread on the RPG.net forums, where I’m a lurker. Good work! Reminds me of something I wrote over ten years ago.
Dice (and cards) aren’t simple, in any event. Nor primitive. And game designers need to know.
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Interesting – I’ll need to have a closer look at the other stuff on your blog too!
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