Originally Posted by
Vahnavoi
There's a Lamentation of the Flame Princess module, God that Crawls, that illustrates why you'd use random elements even with a main antagonist. Simply, it has a monster that chases the characters through a fairly intricate maze. The module proposes two models for implenting this: the hard and the easy way. The hard way is that you track the exact location of the monster and each character individually, using by-the-book movement rates. The easy way is that there's a random chance for the monster to appear from a viable direction, which goes up with character actions that'd draw attention.
Both obviously work, but the first requires several on-the-spot calculations each turn, while the second gets away with one or two. A more universal example would be weather: you could plot a calendar for your campaign, deciding beforehand which days it rains. Or you could roll a die when the characters go outside. Both work, one is less work, you get most of the same results either way.