It took me some time to get to the article (Firefox kept shutting down when I tried to click the link) but once I got there, I liked the idea. I can see some uses for this -- particularly for us old folk who are used to more "D&Dish" systems.
BTW, I double-checked his math (since he said he wasn't sure) and he's fine. The percentages are listed below, for those interested (please forgive the spacing, I wasn't in the mood to mess with the tags).
0 + + + +
0 1.23% 4.94% 7.41% 4.94% 1.23%
- 4.94% 14.81% 14.81% 4.94%
- 7.41% 14.81% 7.41%
- 4.94% 4.94%
- 1.23%
My group was discussing this during our session tonight, and we came up with the following for uses:
- Character Aspect generation, particularly for things like open play at a convention. It helps to avoid people "just not knowing what to choose".
- Random events. We discussed it in terms of "What if player X puts a CONFUSED aspect on character Y? We could use a random action table to determine Y's actions each exchange until the effect wears off."
- Random scene aspects. This is similar to our first point, and the original author's example table.
If I get around to actually generating any of these, I'll post them here.
Mij
[Edited for content and to correct table spacing]