Gary Gygax was famous for his love of filling books with tables, specifically tables where you would roll a dice (or two) to find an outcome or a prompt.
Tables for random encounters, tables for treasure hoards of the recently slain monsters, tables for magic items in the treasure hoards and even tables for sex workers to spend the treasure on. Indeed, long before procedurally generated video games were a trend, Dungeons & Dragons was a game where you could leave huge parts of the story in the hands of the RNG gods through dice rolls.
Notably though, this is not how Gary DM’d. By all reports he rarely looked at the books, never limited himself to the rules and almost never rolled on a table himself – instead relying on preparation and improvisation. Some people will say he included the tables for lesser DMs, or to pad out the books, but realistically he probably figured it was a more engaging way to provide prompts and information than just a plain list.
Today tables for random outcomes continue to be a regular feature in role-playing games, expansions, modules and even comic books about those things. To many the outcomes are so sacrosanct that, even in the privacy of one’s own home and a single player story, bypassing them is a biblical sin.
They’re an inescapable part of the hobby, and many people spend no small amount of time making their own tables for their own campaigns. Now, that includes me, so I’m not about to tell you that they’re inherently bad – but rather that a classic mistake is to rely on them – up there with relying on “a rare roll must always have an extraordinary result”.
Both are symptoms of assigning too much authority to dice, usually out of insecurity about one’s ability to perform their role – so instead outsourcing it to an inanimate object or two.
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