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As I began to write this article, I found myself repeatedly plunging into incomprehensible technical nonsense, as I tried to explain how to create various outcomes. Well, no more! The random node, well done, can make your scenario very interesting, and very re-playable. My experience with the random node. I used the random node A LOT in this scenario, most notably to place the party in 1 of 16 different scenarios. As you enter the manor, a node is called that checks if you’ve picked a specific scenario to enter, if not it picks a random version for you. The entire concept of the scenario is based around this random pick, and it is one of the parts of Kalloskagathos that I think works very well. I also used the random node to alter the influence of Theodorus’ lab within the scenario. In most versions, you’ll encounter Theodorus in his lab, and after you’ve killed him one of three outcomes will occur — 1. Nothing happens, 2. Theodorus turns into a Lich, but then falls apart again, 3. Theodorus turns into a Lich and fights the party. Once I finally got this to work, I liked it a lot. It varies up the scenarios a bit, and even after you’ve played through the scenario a bunch, you never know quite what will happen. Unfortunately, I also proved that the random node can be used to diminish the quality of a scenario in Kalloskagathos. A lot of the evidence that was hidden was tied to random nodes before you could find it — whenever you searched the flower pot where Isabella’s letters were located, you only had a 35% or so chance of finding them. In concept, this was intended to make the scenario more realistic — things that are hidden aren’t easily found. In retrospect, I think it does help the realism, but at a huge cost of playability, potentially making the scenario very frustrating. My advice — DON’T hide things with the random node, unless they are TOTALLY optional. Most of the random node use in Of Good And Evil is tied to sound effects encountered at various portions. The sounds of battle at both the Slith and Godan Fort, as well as the dripping sounds in the Mushroom Caves and Foreboding Tunnel are both set on a timer, which checks a series of random numbers every four or five moves, and for every “hit” plays the corresponding sound or sounds. I like this technique, but I advise making the hit chances low (5–15%), or you’ll overdue it. Spy’s Quest uses this technique while the party is outdoors, playing random bird chirps. Personally, I DIDN’T like this use, after thirty seconds it got old, but I was stuck hearing it through the entire scenario. A Sound FX node should look like this: Town Event Timer calls node # 1 every 7 (or so) moves
What else can you use the random for? Providing a comprehensive list would be impossible. This is literally one of the few places in designing BOE scenarios where your imagination is essentially your only limit. Rather than fruitlessly trying to list potential ideas, I’ll leave that up to you, and just provide some basic models to get you started. Each example below presumes the scenario designer wants an equal probability of each distinct outcome. If not, adjust the chances accordingly. Two Alternatives
Three Alternatives
Four Alternatives
Five Alternatives
Six Alternatives
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