Randomizing and RPGs

(This was originally posted at Ongoing Worlds.  And yes, it’s a Seventh Sanctum column that’s not an update.  A trend?  We’ll see!)

Look Back In Randomness . . .

In 1999 at a gathering of anime and Mystery Science Theater Fans, I commented how some anime attacks sounded randomly generated by computer.  Suddenly it struck me that it would be easy to write a program to do that, as I’d written code to do superhero names and names in the vein of Elfquest characters.  A few notes later I had enough ideas to try and I made an Anime Power Generator.

Then I began thinking of other options.  And more random generators emerged.  Then I put them on my web site.  Then they took over the website.

Then what is known today as Seventh Sanctum was born.  Eventually it encompassed over 150 generators.  I just kept making these things for 14 years.

So in 2013 I realized that perhaps I had to update the years old design, and go modern.  Fortunately Bootstrap provided me the framework I needed, and I proudly updated it in a mobile, adaptable, and honestly easier to read and simpler design.

This is when Dave contacted me.  He and I knew each other from when I interviewed him at MuseHack.  He noted that I had many random generators for people to use in writing, art, and of course RPGs.  But what is the role of randomizers in RPGs anyway?

I’d never thought of it.  I just sort of assumed it was obvious or instinctive.

Dave had challenged me, in short, to put into words what was rarely expressed.  I was up for the challenge – frankly I wanted to see my own thoughts in more solid form.

So, you run an RPG or play one, or are starting one.  How can randomness help you in something that’s so often the result of planning, phrasing, and writing?  Many, many ways . . .

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Fantasy CRPGs And Distance From The Source

I love Lord of The Rings.  It really is a classic, awesome and epic and beautiful.  Hell, I actually think Tom Bombadil was awesome, but that’s another story.

Or Fafhrd and the Grey Mouser.  A fantasy road movie, two guys getting into crazy trouble and magic kingdoms underground.

How about Elric?  A buddy story gone terribly wrong among battling gods and falling kingdoms.  Also, hey, god of Jesters.

But what doesn’t feel like fantasy literature is fantasy games.  I don’t say this to diss CRPG fantasy games.  I love a lot of them, I played the first Wizardry, I know Demon’s Winter is one of the most unappreciated fantasy games of the 80’s.  I enjoyed a lot of the Atelier series.  I played a lot of Final Fantasy.  I adore Dragon Quest IX.  It’s just they don’t always feel like the epic literature that inspired them or the genre.

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For Love of Tower Defense

When Skyrim was done sucking down my spare and not-so-spare time, I tried some smaller downloadable games.  First I played "Dungeon Defenders", a tower defense/RPG fusion.  Next (well, at the same time), I played "Orcs Must Die," a case of truth in advertising that was . . . an RPG/Tower Defense Fusion.

Starting to see a trend?

In fact, Microsoft apparently did, they even had a Tower Defense discount/special on XBox.  It appears that Tower Defense has become pretty popular and produced some good games lately, even if the genre has been around for awhile (such as "Trapt/Dark Illusion") 

This made me wonder, just are these games popular?  Why was I enjoying them?  Why did these RPG-style fusions seem especially enjoyable and well-received?  I mean, yes, Tower defense was and is popular, but these games seemed to reach something in me and other gamers that made us play for hours and speculate on new ways to immolate orcs (I recommend a spring trap that throws them back into Brimstone, by the way).

For you current and future game professionals, here's my analysis.

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