Random yes or no => http://lusthorstagaf.nnmcloud.ru/d?s=YToyOntzOjc6InJlZmVyZXIiO3M6MjE6Imh0dHA6Ly9iaXRiaW4uaXQyX2RsLyI7czozOiJrZXkiO3M6MTY6IlJhbmRvbSB5ZXMgb3Igbm8iO30= Thank you for the glitchy bits warning. Statistics This random generator was used about 2. Depending on whether JavaScript is enabled or disabled, the binary string is generated in different ways. Yes Think about the future? In other words, a computer can not produce absolutely random numbers without additional peripherals. Will they be bored by these meaningless encounters? At least, not if you are working with a fixed list of random encounters because you somehow always end up with anomalies like sharks in the desert or factory workers in a war zone. In general, you can philosophize about at which point you can actually speak about randomness. But what I'm realy trying to ask is 1: are side quests reasonable to add like a bounty every once in awhile? If yes, what is it? Never need to worry about long long formulas in Excel anymore! Myself I'm not to eager on totally random encounters. Im not comfortable saying what. Then in the bar, they need to get to the snitch without upsetting the locals and triggering a bar fight. With the cryptographically safe random generator you do not have to make any decisions by yourself. Yes Forgotten your own birthday? First and foremost: splitting up the party is a bad thing. Wheels - Will we ever become, a thing? These decisions require us to take a few days or even months to make decisions, such as where to buy a house; Some choices are not that important. Well I'm starting up an adventure random yes or no myself and somefriends sooner or later and I'm trying to get things started. Random yes or no of my goals is to allow the players to decide on some of their own detours. In between missions of course. So an exmple The groupes Arbitator wants drag the Guarfsman along for a lil' case of arrest the law breaker while the assassin and the scum get some hiveganger justice. Than they all get back together for a mission of course they can do side quests together also. But what I'm realy trying to ask is 1: are side quests reasonable to add like a bounty every once in awhile. I think that short 'between missions' escapades help even out the pacing of a long campaign, breaking up the repetition of one long mission after another, and it gives players more of a sense of 'ownership' of their characters if they are allowed to persue their own goals which may not exactly conform to the goals of their patron. I typically go with a 10% chance per half-hour campaign time of a random encounter, jumping to 20% every 15 minutes if the party draws a lot of attention to themselves by making noise and whatnot. You can't rely on random encounters to provide important story elements- the dice will almost certainly sabotage you if you rely on them to move the story forward- but as far as providing a sense of place, they can be useful. That sounds like alot of fun. I just finished the first mission for my players to run threw, how they come together, laid some plot line starters as gossip that they can over hear bring to their Inquisitors attention. Anougher one is optional if they talk it over instead of guns blazing they actualy get a hive ganger as a contact for their boss. When random yes or no finish their retrival mission they are set free to their down time and rumor hunting. First and foremost: splitting up the party is a bad thing. Not only are 1 or 2 players off on their own more vulnerable if things go south as every horror movie clearly showsthe other players are sitting around bored out of their minds. Secondly, random encounters don't work. At least, not if you are working with a fixed list of random encounters because you somehow always end up with anomalies like sharks in the desert or factory workers in a war zone. This would increase depending on the locale with swamps having an encounter roll each hour. The problem is how your players will react. Will they be bored by these meaningless encounters. Will it slow down the game without adding enjoyment. Will they read too much in a random encounter and attach a plot value to it which is simply not there. Will they see red herrings everywhere. Personally, I prefer logic and consequences. For example, your group has to visit a shady bar to get info from a snitch. The bar is located in a rough part so it stands to reason it will be on a gang's turf. Que an encounter with gangers. The response of the group determines if it is a quick cash transaction pay the toll or else. Then in the bar, they need to get to the snitch without upsetting the locals and triggering a bar fight. Not random encounters perse but logical events which fit the locale. I'm doing a bit of both, but when the party will be traveling from place to place i want something that would not feal like fast traveling. Iwould use it only at traveling sequences. If i rolled an encounter i would most likely roll anougher percentile for how difficult goid or bad for the party. And then find a good thing to fit in desert wild life or use cultists as crazed borderlandish psychos. Thank you for the glitchy bits warning. I'm going to start finding ways to counter act those issues. For example, the players had to travel from planet A to void station B. Aboard the void ship they prepare for translation as the ship's crew starts singing hymns. Those who failed have weird dreams during the trip and one player awakens covered in blood with a dead crew member in his cabin. They then have to get rid of the body before he is missed if he random yes or no ever missed which might require a few skill tests. If they are walking on a jungle planet, you could pose a number of challenges for them to overcome. Examples: Your supply of water has run out, what do you do. The players will have to suggest finding water and roll a few skill tests with their total MoS determining how well they did. You encounter signs of a predator, what do you do. Again, the players will have to describe passing the territory of the predator without being seen with their total MoS determining if they encounter the predator or not. Not every problem can be solved with a bolt gun or the intimidate skill. And an encounter is not down to a single encounter roll but the result of the skills and imagination of the players. Random encounters were mostly to break the boredom of you travel there and your completely free from harm that i haven't put there. Or i may just have an angry determined ganger follow them deaper or out into random yes or no sands. Myself I'm not to eager on totally random encounters. Here's an example of a Random Encounter Table tailored to a specific location- in this case Port Suffering, capitol of the planet Iocanthos. Anyone without some form of filter mask must make an Easy +20 Toughness test or gain 1 level of Fatigue. It takes the local Enforcers 1d5 hours to break up the disturbance. Edited August 19, 2013 by Adeptus-B.