Firstly, I'd just like to say I greatly enjoyed Divine Divinity, and I think Riftrunner has great potential (I like the good-and-evil-working-together premise).
If there was one thing that detracted from my enjoyment of the original game, it was that it was too random. The contents of literally every container and merchant was randomized. Every weapon, suit of armour etc (even unique ones) had random stats. While this probably saved the developers time, because they didn't have to hand-place anything other than plot items, it led to ridiculous things like beggers selling you $10000+ spellbooks, and finding an "ultimate" unique sword that was about as useful as a toothpick.
This sort of thing might work in a multiplayer-type game like Diablo 2, where the dungeons are regenerated each time you rejoin the game. In Divinity, however, it meant that in order to avoid being "ripped off" by a quest, you had to save the game, click the chest or merchant or whatever, and see what you got. If it was useless - reload, try again. If you didn't do this, you ran the risk of meeting the end boss armed with a toothpick.
Another example: Each bookcase in Divinity contained either (a) a book/scroll worth approx $0, or (b) a $10000+ spellbook (which gave you a free skillpoint). The placement of spellbooks was entirely random, so you could (with enough reloading) get a spellbook from every bookcase in the game.
Now with what I'm hearing about random quests in Riftrunner, I can't help but think that the developers are leaning even more towards randomization in this game, which IMO is not a good thing.
If it's not too late for Larian to change their approach, I would greatly prefer hand-placed items and quests. Does anyone else have other opinions/ideas?