Micro-Encounters
This is a compact, generic tool for whenever you check for encounters, either in the open or in a closed environment, like a dungeon.Roll d6; +1 for safer environments; -1 for dangerous environments:
1- Hostile, typically an immediate attack by a hostile encounter
2- Danger, a dangerous or potentially hazardous encounter; can mean an active physical threat (storm, flood, trap, etc.)
3- Obstacle, a barrier to progress, which could be locked gates, guards, security systems, and so on.
4- Neutral feature/observation, a point of interest, not immediately dangerous, such as a landscape feature
5- Information, a potential lead, or opportunity (clue, track, hint, informant)
6- Useful, a discovery, meeting, or useful resource
Guiding Aspect
For situations where you need an oracle to suggest an interpretation or inspire the next move, the guiding aspect is the overall governing term of the moment.
Each aspect can be "reversed" for another layer of possibility or meaning. If the aspect does not immediately suggest a suitable meaning, roll 4+ to check if the aspect is reversed.
Element: Aspect — Aligned/Reversed
1- Shadow: Darkness — Mystery/Discovery
2- Earth: Growth — Harvest/Decay
3- Air: Breath — Message/Silence
1- Shadow: Darkness — Mystery/Discovery
2- Earth: Growth — Harvest/Decay
3- Air: Breath — Message/Silence
4- Fire: Energy — Revive/Conflict
5- Water: Movement — Journey/Stasis
6- Spirit: Light — Order/Chaos
Awesome. Love that the first table can be ratcheted up or down.
ReplyDeleteI've been looking at small-scale skirmish rules, and these tables, or something like them, could be used to create basic scenarios. Roll Obstacle and Message, for example, and one party is carrying a message but must bring it through an impenetrable forest as elves or monsters try to stop them.
ReplyDeleteFabulous stuff here. Often the simplest, but most impactful, procedures can offer the most leverage for emergent play.
ReplyDeleteCool Tools!
ReplyDelete