Random thoughts on randomness Every once in a while, the topic of randomness is brought up. Usually this is related to the perceived "fairness", or lack of fairness of some in-game occurence. The typical complaint, for example, is that a skill/spell at high percentage fails more than it "should" - like a skill at 90% has failed for the player 5 times in 10, giving a success rate of 50%. For the mathematically minded statisticians among us, this is obviously a fallacy - the success rate at low sample count is meaningless. This is shown well in a typical random coin flip experiment where the rate should "in theory" be 50% for both sides. One also has to consider that a single event is always separate from the other such events, so the success or failure of the given event does not(*) depend on the outcome of any previous (or future) events. Thus the overall success rate can only be measured on large scale of events and can fluctuate wildly in any "smaller" scale measurements. For the same reason there can be "clustering" of good or bad outcomes. Of course as we live in a computer game, we also have to consider the nature of the randomness itself. On computers, we rarely deal with any kind of "true" randomness, especially where the quality of randomness is not a factor for reasons of security (such as cryptography). In BatMUD, the typical randomness is "pseudo-randomness" generated via a variety of algorithms. The LDmud driver offers a standard random() function for generating random numbers in a desired range (the algorithm behind it is a variation of the Mersenne twister, https://en.wikipedia.org/wiki/Mersenne_Twister ). We also have some other algorithms, although they also tend to be Mersenne twister-based. Most things in the game typically use the random() function, but some that require more "controlled" pseudo-randomness may use other methods due to the LDmud random() lacking a seeding method (for reasons that are obvious if you think about how LDmud execution chain works). One can argue that some PRNGs (pseudo random number generators) may be more prone to "clustering" depending on circumstances, but I suspect that in most cases it does not matter - though there are probably exceptions. In such cases, theoretically speaking it might be possible to make event outcomes more "seemingly fair", but it would be an enormous undertaking and also quite cumbersome to store some kind of global state for each player (and perhaps NPCs too), and then carefully measure every "roll" of randomness and their effect to balance the formulas and other related code. In the game there typically are also other confounding factors in addition to "pure" randomness. The success of skills, spells, hits, etc. can be affected by other variables such as stats, other skills, and the mysterious "luck" factor. Players, (usually) unable to distinguish these factors from each other, have a tendency to put blame at singular variables or at worst consider that the system is wholly broken due to the perceived unfairness. Unfortunately I cannot go into any specific details about how things work, for obvious reasons. These are secrets only known to wizards. I can only assure you that from wizard point of view, these claims of unfairness are largely amusing nonsense. Sometimes there may, admittably, be factors that could be adjusted in specific cases such as some specific skills or spells .. but often it's just that the gods of PRNG are not favouring you on that day. :)