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GEMulator

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GEMulator
Game Master Emulation
for Solo Roleplaying Games
Credits
Designer's Notes
Created by
Solo Tabletop Blog
https://solotabletop.blogspot.com/
I never found a GM emulator, that did exactly
what I wanted so I decided to write my own. It
started as a modification to the first edition
MythicGME, but it quickly became its own thing
with a distinctly different gameplay feel to it.
The final product is something that I ultimately
wrote for myself. It doesn't reinvent the wheel,
but it rearranges a few spokes.
This work is licensed under the Creative Commons AttributionNonCommercial-ShareAlike 4.0 International License. To view a copy of
this license, visit http://creativecommons.org/licenses/by-nc-sa/4.0/ or
send a letter to Creative Commons, PO Box 1866, Mountain View, CA
94042, USA.
Cover
Caspar David Friedrich
"Wanderer above the Sea of Fog"
Public Domain
The GEMulator is primarily designed to be
played with traditional multiplayer RPGs that
tend to come with complex rulesets. They do
most of the heavy lifting, while the emulation
rules focus on endless replayability and
surprises.
Acknowledgements
The GEMulator is inspired by a variety of
different sources. The following are just some of
the examples that were my entry point into the
hobby of solo RPGs. I highly recommend them
and want to thank the respective authors for
creating inspirational content.
If you prefer detailed rulesets that give you a
restrictive structure through which you can
explore your story, then this is the emulator for
you. I hope you'll have as much fun with it as I've
had!
Feel free to tell me about your gaming sessions
and send any feedback to:
solotabletopblog@gmail.com
MythicGME by Tana Pigeon
https://www.wordmillgames.com/page/mythic-gme.html
Ironsworn by Shawn Tomkin
https://www.ironswornrpg.com/
Tome of Adventure Design by Matt Finch
https://www.drivethrurpg.com/product/396154/Tome-ofAdventure-Design-Revised
Geek Gamers Youtube Channel
https://www.youtube.com/c/GeekGamers01
Table of Contents
Chapter 1 - Introduction
2
Chapter 2 - The GEMulator
3
Campaign
4
Adventure
8
Scene
9
11
Campaign Turn
13
Chapter 3 - The Book of Tables
Appendix A: Extended Play Examples 34
39
Appendix B: Play Sheets
1
Chapter 1 - Introduction
This book is written with roleplaying games in
mind but the GEMulator can be used for any
tabletop game with a narrative focus.
Many wargames benefit greatly from the added
story structure. You'd be surprised how even
just a few rolls on the oracle tables can help
you formulate entire story arcs. Let the
random tables be your guide, and let context
be your adventure.
The complete freedom of solo roleplaying games
can be intimidating when it comes to actually
playing an adventure or an entire campaign.
Some sort of structure is needed to guide you
along the path and to prevent you from getting
lost.
A Game Master Emulator (GME) does exactly
that. It takes over the role of a traditional GM
and provides you with surprises, story twists,
and improvisational freedom that other forms of
solo play (like CYOA books) just aren't designed
for.
Don't want to use the entire emulator?
Only focus on the things you find interesting
and handwave the rest!
It's always easier to ignore a rule than it is to
make one up on the spot!
Content Overview
Chapter 1: Introduction
Short overview of the book. You are here.
How to use this book
If you have experience with solo RPGs and other
GM emulators, then you probably already know
where to begin and what you want from this
book.
Chapter 2: The GEMulator
The main rules of the emulator and an
explanation of how the individual parts come
together.
For everyone else, I recommend carefully
reading Chapter 2: The GEMulator and then
reading the extended play examples in Appendix
A. This should give you a good understanding of
the concepts of GM emulation and how they
Chapter 3: The Book of Tables
Plenty of random tables and oracles that you work during a gaming session. Feel free to flip
through the random tables and oracles but it is
may use for adventure or campaign generation.
The main oracle sheet provides genre-neutral in no way necessary to read every individual
answers and material for any questions that may entry of every table. You might even want to
keep some of the surprises for when they come
come up during play.
up during play.
• The Campaign
• The Adventure
• The Campaign Turn
Appendix A: Extended Play Examples
Different examples that show how
GEMulator can be used to start a session.
Appendix B: Play Sheets
the It is highly recommended that you print out, or
otherwise keep at hand, the main oracle (p.14)
and the quick reference. This will vastly speed
up the game flow. A laminated duplex print of
both pages is very convenient and sturdy.
2
Chapter 2 - The GEMulator
Active Lists contain everything that could be
involved in the current adventure.
The emulator is split into three different parts:
Scene transitions will use these lists as possible
targets so every entry could theoretically appear
The Campaign
The Campaign is the framework that holds in a scene. Anything related to the generated
everything
together
and
provides
the adventure hook is usually a good starting point.
fundamental context in which you interpret
oracles and random table results. Major Background Lists contain anything that
thematic influences make it easier to flavor the wouldn't make sense to appear in the current
adventure, but that is still relevant to the overall
overall story and connect the dots.
campaign. These could be recurring NPCs, your
favorite locations, overarching factions, and
The Adventure
Segments of a Campaign that allow you to play whatever else you want to keep in your story.The
through smaller stories that match the Campaign Turn makes extensive use of these
lists and allows them to have a life outside of
overarching goal and theme of the Campaign.
your player character's adventures.
The Campaign Turn
The time between Adventures abstracts the
simulation of the world around your player
character. Explore their downtime, see what's
happening to those around them, and discover
story hooks for future Adventures.
List Entry Examples
Goals
Campaign goals, adventure goals, personal
objectives, PC's dream, NPC's agenda.
Characters
Player character(s), family, quest giver, quest
target, allies, rivals, bonds, population group.
Factions
Quest giver, local authority, criminal element,
player aligned, religious group, neutral party.
Locations
Home, starting/target location, landmarks.
The Adventure Log
All of the above parts come together in the
Adventure Log, which is the single most
important reference for your play sessions. It
summarizes all the important aspects of your
Campaign and provides a steadily updated list of
all the moving parts of your Adventures. Scene
The Campaign Log
transitions and random events depend upon the
• Starting parameters (Premise, Length,
Adventure Log to give the GEMulator targets.
Scope, Stakes, Theme, Goal)
The more context you have, the easier it is to
• Overview and summary of the Adventures
improvise during play.
within the campaign
• Background lists
Active & Background Lists
Every story involves characters, locations, and
The Adventure Log
factions. You track them with Active and
• Initial adventure hook and goal(s)
Background lists.
• Overview and summary of every scene
• Active lists
They are separated into the following categories:
• Goals
The Campaign Turn Log
• Characters
• Minimum events per turn (campaign scope)
• Factions
• Event summaries
• Locations
• Possible adventure hooks
3
Campaign
Don't worry about picking the 'correct'
parameters for your campaign. They are
designed to provide more context to the
campaign and should never stand in the way of
telling a good story. Feel free to change them if
it makes sense for the developing campaign.
The Campaign is the outermost structure of the
emulator and provides you with a framework for
the Adventures your character undertakes. It
also serves as a reference point to help you with
the interpretation of random tables and oracle
results.
Length
You don't have to define every detail at the start.
Feel free to leave entries blank and only fill them
out when they come up during play. Ignore any
mechanical changes until you actually use the
corresponding Campaign parameter.
Think about the kind of story you want to
explore and pick a Length that roughly matches
your concept. Keep in mind that nothing
stopping you from changing these values or
from playing several campaigns with the same
You may prefer to start by playing through an character.
Adventure and to only define some (or all) of the
Campaign descriptors after you've gotten to Lower modifiers tend to lead to more positive
know your character and their goals a bit better scene transitions, while higher modifiers lead to
(see example 2 in Appendix A).
more negative ones. If you don't like this
behavior then simply don't use a modifier for
The campaign parameters
scene transitions.
Length, Scope, Stakes, and Theme
1d5
Length
Scene Transition Modifier
1
Oneshot
2
Short
(1d5)
A short campaign can still offer surprising stories and character developments.
This is a good starting point for new players.
Start with no modifier and then change it depending on your goal completion
after each adventure.
Adventure goal achieved: ­20 | Adventure goal failed: +20
3
Normal
(1d5 + 3)
A standard campaign gives a lot of room for character growth and allows the
campaign turn to influence the story with random events.
Start with no modifier and then change it depending on your goal completion
after each adventure.
Adventure goal achieved: ­10 | Adventure goal failed: +10
4
Long
(1d5 + 6)
A long campaign lends itself to broader concepts as the story has plenty of
opportunities to grow in new directions. Especially good if you want to have
shorter adventures with lots of random events in between.
Start with no modifier and then change it depending on your goal completion
after each adventure.
Adventure goal achieved: ­5 | Adventure goal failed: +5
5
Life Story
A campaign that explores the entire story arc of your character. Very random in
length. Works best for campaigns with mellow beginnings and ever­growing
dangers. Flip the positive/negative modifiers if you want a perilous campaign that
gets easier with each adventure.
Start your first adventure with a ­100 modifier and then increase it by 1d100
after each adventure. Once the modifier reaches 100, you'll play one last
adventure that will decide the fate of your character and that will mark the end
of the campaign.
A single adventure with a self­contained story.
The adventure goal is the campaign goal. No modifier.
4
Scope
The scope of your campaign determines the
minimum amount of starting entries for your
active Adventure Log and tells you how many
random events you have to roll during the
Campaign Turn.
The listed starting entries for the Adventure Log
are only the minimum values. You should add
anything else that is relevant to your current
adventure and/or campaign. The more
information you give the emulator, the more it
can surprise you.
Random events and oracle results can have
drastically different meanings depending on the
Scope of your story.
Example: 'Hopelessly Preserve Existence' invokes
vastly different images for a campaign with
'personal' or 'universal' Scope respectively.
You can always roll for more random events
than required by the Scope of your campaign.
Pick any Adventure Log entry that you want to
flesh out with more details.
1d5
Scope
Minimum Adventure Log Entries and Campaign Turn Random Events
1
Personal
The story is focused on your PC(s) and will mostly affect the people around them.
Adventure Log: Add at least 4 characters.
Campaign Turn: Always roll for at least 4 characters.
2
Narrow
3
Unknown
The story has the potential to influence events at any level.
Adventure Log: Add at least 1 character, 1 local faction, and 1 global faction.
Campaign Turn: Always roll at least once per Adventure Log column.
4
Wide
The story will affect overarching power structures and can easily escalate.
Adventure Log: Add at least 1 local faction and 2 global factions.
Campaign Turn: Always roll for at least 1 local faction and 2 global factions.
5
Universal
The story is focused on a specific group or area and will stay within that limit.
Adventure Log: Add at least 2 characters and 2 local factions.
Campaign Turn: Always roll for at least 2 characters and 2 local factions.
The story spans the entire setting and has the potential to shake things up to the
very core. Powerful and influential groups vying for control.
Adventure Log: Add at least 3 global factions.
Campaign Turn: Always roll for at least 3 global factions.
Stakes
Similarly to the Scope campaign parameter,
knowing the Stakes of a campaign makes the
interpretation of random events easier and
drastically different. Is it for the personal glory
of the PC, the survival of a tribe, or does the fate
of the galaxy hang in the balance?
The table to the right shows the corresponding
modifiers you have to add to random events
during the Campaign Turn. Higher Stakes
usually mean more drastic events, while lower
Stakes will focus on more mellow changes.
5
1d5
Stakes
Random Event Modifier
1
Minimal
­20
2
Low
­10
3
Unknown
0
4
High
+10
5
Extreme
+20
Theme
The table to the right is completely optional and
has no mechanical effect on your gameplay.
You can use it to flavor the Campaign, individual
Adventures, or only a couple of Scenes.
1d10
Theme
1
Roll twice and combine
2
Comedy
3
Crime
4
Espionage
The same result on a random table will feel very
5
Horror
different when looked through the lens of a
6
Military
specific theme.
7
Mystery
Example: The scene transition is 'Negative
Interruption' with the focus 'New NPC', and the
8
Political
oracle
said
'Annoyingly
Ambush
Order'.
9
Romance
In a military campaign, this might mean a literal
10
Survival
ambush, while a comedy might spring some
prankster children on you. A political theme, on the
other hand, could hint toward an unexpected
encounter with a rival, that throws previous plans Changing Goals
out the window.
The very nature of GM emulation is a certain
sense of unpredictability. The narrative is
Campaign Goals
constantly evolving and unexpected story
Objectives that aren't bound to a single developments lurk around every corner. It is
Adventure are called Campaign Goals.
only natural that Campaign Goals change over
They are the driving force behind the time. Don't be afraid to completely replace it in
overarching story, threaded through all of the the middle of an ongoing Campaign, if the
Campaign's Adventures. Achieving these Goals narrative demands it.
usually means the end of the Campaign, but
don't be afraid to change them, if it fits the Try to stick with your initial Goal until you feel
evolving narrative.
that your Player Character either doesn't want to
complete it anymore, or another Goal becomes
more pressing and needs immediate attention.
Think of Campaign Goals as your character's
long-term dreams or aspirations. It could be
something rational with a concrete target, or
something more abstract that is only loosely
defined. For your first few playthroughs, it is
usually easier to stick with a single concrete
Goal and to try and see it through to the end.
More experienced solo players can try to pick
several Campaign Goals at once. Just make sure
that it makes sense to keep them in the same
Campaign instead of separating them.
To a lesser degree, the same principles apply to
Adventure Goals. Allow yourself to be flexible
and mold the gameplay mechanics to the context
of your narrative.
Milestones
It can be helpful to record major milestones
during your Campaign. Besides serving as a neat
reminder of your characters accomplishments,
they are also good cornerstones for any possible
Don't worry if you struggle to come up with goal changes (see above).
Goals for your character at the start of the
Campaign. It becomes easier the more you play,
and the more you learn about their drives and
challenges.
6
The Campaign Log
Premise
Parameters
Goal
A short summary of the
Write down descriptors and
A short summary of the
Campaign concept
modifiers for ease of reference
initial Campaign Goal
Campaign Log
Player Character(s):
Campaign Name:
Parameters
Premise
Initial Campaign Goal
Changes
Milestones & Changes
Length:
Major events,
Scope:
additions,
Stakes:
or changes
to the Campaign
Theme:
Adventures
Quest:
Quest:
Quest:
Quest:
Giver:
Giver:
Giver:
Giver:
Reason:
Reason:
Reason:
Reason:
Location:
Location:
Location:
Location:
Summary:
Summary:
Summary:
Summary:
Outcome:
Outcome:
Outcome:
Outcome:
Quest Reason,
Quest:
Quest:
Quest:
Quest:
individual stories
Quest Location,
Giver:
Giver:
Giver:
Giver:
that make up the
Reason:
Reason:
Reason:
Reason:
Location:
Location:
Location:
Location:
Summary:
Summary:
Summary:
Summary:
Outcome:
Outcome:
Outcome:
Outcome:
Details
Adventures
Quest Goal,
Quest Giver
Summary,
and Outcome
Background Characters
Background Factions
Background Locations
1
1
1
2
2
2
3
3
3
4
4
4
5
5
5
6
6
6
7
7
7
8
8
8
9
9
9
10
10
10
Overview of all the
Campaign
Notes
Background Adventure Log
Lists for anything that is still relevant to the Campaign, but that wouldn't make sense to
suddenly appear in the current Adventure. These lists are updated between Adventures.
7
Adventure
Quest Location
Where is the quest supposed to be completed?
This does not mean the location for the entire
Adventure! It only describes the estimated
location of the quest goal. 'Unknown' is a valid
entry.
Where does the PC start the Adventure?
Is your character already near the goal or still
very far away?
A Campaign is made up of one or several
Adventures. These Adventures can chain
together without any interruption, or have large
amounts of downtime in between (see
Campaign Turn). Longer downtime allows you to
explore different chapters of your character's
life, while shorter downtime usually leads to
closely-knit story beats. Feel free to mix and
match. As always, go with what makes the most
sense for your current narrative.
If you've started with Campaign/Adventure
generation, then this is the point where you
should create your player character. You
already know what kind of story it's going to
be, so create a character that has a reason to
take part in the Campaign/Adventure.
To start your Adventure, the GEMulator needs
several key bits of information. You can simply
fill them in so they match the story you have in
mind, or randomly create them with The Book of
Tables.
Starting the Adventure
Once you have your character and a good idea of
The Adventure Hook can be very basic or highly the type of Adventure you want to run, it is
detailed. Either way, it should be enough to give almost time to start the first Scene (see next
you a good understanding of the type of story page).
you are about to embark on.
Collect any supplemental material like
miniatures, terrain, maps, random tables, and
Quest
generators, and place them nearby. Organize
What is the goal of this Adventure?
The Book of Tables provides plenty of examples your playing area and try to set a fitting mood.
Music, lighting, and appropriate writing utensils
and inspiration for a multitude of quests.
can drastically affect the enjoyment of your
games.
Quest Giver
The Adventure Hook
Who or what gives the PC this quest?
This can be a faction, an NPC, the PC Double check that you have everything you need
themselves, an object, or something more within reach and finish any pre-game steps that
your game of choice requires.
abstract like 'honor' or 'duty'.
Start the first Scene by following the core
gameplay loop (see next page). Every Adventure
starts with a Scene Transition roll to see if your
imagined starting scene gets modified in any
way.
Quest Reason
Why is the quest given?
What are the motivations of the quest giver?
Anything from something simple like 'revenge',
to a complex scheme that leads to further
Adventures, can work here.
It is recommended to take notes on an extra
piece of paper and to only fill out the Adventure
Optional
Leave entries blank, if you want to discover Log spaces after each Scene/Adventure has
them through play. New players should start concluded.
with a completely filled out Adventure Hook.
8
Scenes
Yes/No oracles should only be asked if the
situation isn't covered by a rule of the game
system you are playing.
Example: Don't ask if your PC can pick the lock
on the door. Roll a lockpicking skill check instead.
The Adventure is the outer shell holding all your
individual Scenes together. Imagine a Scene like
you would in a movie or tv-show. Mostly in the
same location and with a clear ending.
Heartfelt dialogues in a small room, adrenalinepumping chases across city roofs, or training
montages are all examples of individual Scenes.
They can vary in length and don't need to follow
a predefined structure.
Can your character do something?
Use the rules of your chosen game system.
Want more details about the world around
your character?
Use an oracle or random table.
You should only play out the Scenes that you
find interesting or relevant to the Adventure. 3. Play out the Scene
• Follow the rules of your game system.
Everything else can be summarized.
• Ask an oracle if you're unsure of something
or want to know more about the Scene.
Each Scene follows this core gameplay loop:
• Play until the Scene comes to a logical
1. Define the Scene
conclusion, which usually means the
• Location: Where does the Scene take place?
completion or failure of the Scene Goal.
• Goal: What is your PC trying to accomplish
• Update the Adventure Log with any relevant
during this Scene?
changes.
• Start: What is your PC doing at the start of
4. Check your Scene Goal
the Scene?
• Goal achieved: -15 to Scene Transition
• Goal positively altered: -5 to Scene
2. Scene Transition
Transition
• Roll on the transition table (once per
• Goal unchanged: no modifier
column) and add any relevant modifiers.
• Goal negatively altered: +5 to Scene
• Ask an oracle if the transition isn't obvious
Transition
or if you want further details.
• Goal failed: +15 to Scene Transition
• Adapt the Scene as necessary
1d100
Scene Transition
Focus
1 ­ 10
11 ­ 20
21 ­ 30
31 ­ 35
36 ­ 55
56 ­ 64
65 ­ 70
71 ­ 80
81 ­ 90
91­100
Positive Replacement
Positive Alteration
Positive Interruption
Random Event
Expected Scene
Expected Scene
Random Event
Negative Interruption
Negative Alteration
Negative Replacement
Adventure Goal
Quest Giver
Player Character
Faction
Character
New Character
Location
Scene Goal
Quest Target
Campaign Goal
9
The Adventure Log
Adventure Summary
Initial Adventure Goal
Summary of the main goal
See Book of Tables for Inspiration
A short overview of the Adventure's
premise, story, and conclusion
Adventure Log
Player Character(s):
Campaign Name:
Adventure Summary
Initial Adventure Goal
Milestones & Changes
Changes
Major events,
additions,
or changes
to the Adventure
Scenes
Transition:
Transition:
Transition:
Transition:
Location:
Goal:
Location:
Goal:
Location:
Goal:
Location:
Goal:
Start:
Summary:
Start:
Summary:
Start:
Summary:
Start:
Summary:
Details
Scene Transition,
Scene Location,
Scene Goal,
Start Position,
Summary
Goal Outcome
and
Scene Transition
Modifier for the
next Scene
Goal Outcome and Modifier
Goal Outcome and Modifier
Goal Outcome and Modifier
Goal Outcome and Modifier
Scenes
Overview of all the
Transition:
Transition:
Transition:
Transition:
Location:
Goal:
Location:
Goal:
Location:
Goal:
Location:
Goal:
Start:
Summary:
Start:
Summary:
Start:
Summary:
Start:
Summary:
Goal Outcome and Modifier
Goal Outcome and Modifier
Active Characters
Goal Outcome and Modifier
Active Factions
Active Locations
Active Goals
1
1
1
2
2
2
2
3
3
3
3
4
4
4
4
5
5
5
5
6
6
6
6
7
7
7
7
8
8
8
8
9
9
9
9
10
10
10
10
Active Adventure Log
Lists for anything that is involved in the current Adventure.
These lists are updated between each Scene
10
that make up the
Adventure
Goal Outcome and Modifier
1
individual Scenes
The Campaign Turn
After each Adventure, you get the chance to flesh
out your PC with various downtime activities.
After you've done everything you wanted,
random events are rolled depending on the
Scope of your Campaign.
Downtime
You can replace this section if your chosen
game system has its own rules for downtime
activities.
It is highly recommended that you still use the
rest of the Campaign Turn, as the random
events are a central part of the GEMulator.
You could just dive into the next Adventure, but
it is usually a good idea to have a period of Earn Income
downtime in between. Anything from a few days Find and work a job, or ply a trade. Earn money,
to several decades will work.
goods, or services in exchange. Amount and
quality depend on the location and its economic
This time allows your PC to work on more situation.
mundane tasks and long-term goals. Spreading
Adventures over longer time periods gives the Start a business
Campaign a better sense of scale. High-stakes Use your funds to start a business venture.
and adrenaline-filled events don't just happen Manage every little detail or abstract it for some
every day. Give it time and you'll find countless passive income.
opportunities to tell a more believable story with
plenty of room for character growth.Downtime Work on your base of operation
activities are a fantastic source for Adventure This could be anything from a simple shack in
Hooks. Even the most mundane events can lead the woods, a fortified stronghold, a spaceship, or
to fantastic stories filled with unexpected twists even an entire planet. Either way, it is a great
and turns. Remember to focus on the things you supplier of Adventure Hooks and could even be
find interesting.
used as a central hub for several Campaigns.
The following are just a few examples of various
downtime activities, that can easily be worked
into most games. You are encouraged to come
up with your own activities that are specifically
tailored to your current campaign.
Join or found an organization
Guilds, religious cults, mercenary companies,
and other factions could be the focus of entire
Campaigns, but they can also be used as a
fantastic backdrop for your downtime.
Recurring NPCs, locations, and plenty of
Roll on one of the downtime tables from The Adventure Hooks are just some of the more
Book of Tables, or use the main oracle to get a obvious advantages they can bring to your
rough understanding of each activity outcome.
gaming sessions.
If you spend significant periods of time doing
this activity, then you might want to split it into Abstract remote events
several smaller parts and roll for each Do you want to know more about something
individually.
your PC wasn't directly involved in? Instead of
playing out the Scenes with a new character,
Spend XP
simply abstract each Scene with an oracle roll.
Train your skills on your own, find a mentor, or Ask yourself what the goal of the participants
hire a tutor. Research new fields of knowledge or was, and roll on the Yes/No oracle to know
specialize in something you already know.
whether they succeeded or not.
Can be combined with other activities, but is
highly dependent on your chosen game system.
11
The Campaign Turn Log
Adventure Hooks
Downtime
Space for any story hooks that may come
up during downtime or through events
Campaign Turn Log
Space for summaries of your player
character's major downtime activities
Campaign Name:
Downtime Activities
Possible Adventure Hooks
Events
Details
Event Target,
Event Category,
Event Prompt,
Event Summary
See Book of Tables
for the relevant
random tables
Target:
Category:
Prompt:
Target:
Category:
Prompt:
Target:
Category:
Prompt:
Target:
Category:
Prompt:
Summary:
Summary:
Summary:
Summary:
Target:
Category:
Prompt:
Target:
Category:
Prompt:
Target:
Category:
Prompt:
Target:
Category:
Prompt:
Summary:
Summary:
Summary:
Summary:
Events
Overview of all the
Events that
happen between
Adventures
Target:
Category:
Prompt:
Target:
Category:
Prompt:
Target:
Category:
Prompt:
Target:
Category:
Prompt:
Summary:
Summary:
Summary:
Summary:
Target:
Category:
Prompt:
Target:
Category:
Prompt:
Target:
Category:
Prompt:
Target:
Category:
Prompt:
Summary:
Summary:
Summary:
Summary:
12
Random Events
The world, in which you play, doesn't stand still
while your PC goes on adventures. Simulating
every detail of that world is way beyond the
scope of this emulator, which is why it abstracts
it quite a bit.
Update Adventure Log
Look over both the Background- and Active
Adventure Log and remove entries that are no
longer relevant to the campaign.
Move entries from the Active Log, that could still
be involved in the Campaign, but probably not
The random events you roll up during the the next Adventure, to the Background Log.
Campaign Turn do not represent everything that
that entity has going on in its life. Instead, it Add new entries, that are relevant to the next
represents just a small snapshot, that could be Adventure, to the Active Log.
used for future Adventure Hooks. Try to
interpret the results in a way that will impact Feel free to ignore these steps for entries that
your PC. It's very easy to lose focus and to create you want to potentially keep seeing in your
a storyline that your character will never Scenes. Simply leave them in the Active Log and
interact with.
the chances are good that you will interact with
them during play.
Only create something that doesn't involve your
PC if you have fun doing so! It could serve as
inspiration for future Campaigns or Adventure
ideas for other characters.
The Book of Tables
The Scope of your Campaign gives you the
minimum amount of random events that you
should roll per Campaign Turn, but feel free to
roll up additional events if you think it could
enhance the narrative.
Pick an entry from your Adventure Log and then
use the Campaign Turn random tables to
generate a random event. Fill any narrative gaps
with the main oracle, before summarizing the
event on the Campaign Turn Log.
Random generation is at the heart of solo
roleplaying games and the GEMulator aims to
facilitate that playstyle as best as it can.
On the following pages, you'll find a plethora of
random tables and oracles that can be used to
generate Adventure Hooks, Random Events,
Campaign Premises, Downtime Activities, and
pretty much anything else that you'd need to
create satisfying solo sessions with your
roleplaying game of choice.
They are arranged in a printer-friendly layout
that is designed to be a useful reference during
After you're satisfied with the amount of actual gameplay.
generated random events, you'll have to decide
what your character's next Adventure will be.
A D50 can be rolled by using normal percentile
The Next Adventure Hook
dice and halving the result (round up).
Either adapt one of the story threads you already
created during previous Adventures or Any result that includes supernatural or magical
Campaign Turns or randomly generate a new elements can easily be replaced with
Adventure Hook with The Book of Tables.
technological equivalents. If you can't think of a
suitable replacement that fits your setting, reroll
and take the new result instead.
13
Approach
Intent
Theme
Approach
1
2
3
4
5
Gracefully
Unexpectedly
Quickly
Unnaturally
Adamantly
Combine
Acquire
Become
Shatter
Copy
Death
Heritage
Spectacle
Beauty
Hatred
51
52
53
54
55
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
Noisily
Seemingly
Arrogantly
Wisely
Recklessly
Maliciously
Scientifically
Mysteriously
Smoothly
Calmly
Evenly
Selfishly
Innocently
Simply
Loudly
Foolishly
Artificially
Lovingly
Faithfully
Sharply
Potentially
Tenaciously
Oddly
Bluntly
Subtly
Partially
Adventurously
Awkwardly
Utterly
Annoyingly
Officially
Painfully
Superficially
Persistently
Angrily
Hopelessly
Weakly
Energetically
Dreamily
Insatiably
Obviously
Randomly
Cruelly
Proudly
Theatrically
Navigate
Befriend
Create
Run
Share
Predict
Crush
Obscure
Entertain
Retreat
Help
Regenerate
Grow
Kill
Trample
Pierce
Win
Banish
Exploit
Ruin
Track
Retract
Block
Spoil
Store
Dodge
Deplete
Overrun
Craft
Catch
Suffocate
Mourn
Change
Decimate
Enhance
Ascend
Question
Annoy
Achieve
Disarm
Fortify
Trust
Protect
Build
Betray
Revenge
Learning
Perseverance
Stability
Shame
Arrogance
Comfort
Desire
Maturity
Burden
Destiny
Pressure
Memory
Mistake
Poverty
Sacrifice
Armor
Warmth
Destruction
Patience
Utility
War
Rebirth
Wonder
Friendship
Failure
Forgiveness
Family
Madness
Honor
Paradise
Surprise
Property
Light
Instinct
Rejection
Duel
Weakness
Completion
Growth
Duty
Volatility
Language
Oblivion
Cure
56 Tactfully
Carve
57 Inquisitively Forget
58 Nervously
Transform
59 Thoughtfully Force
60 Clearly
Destroy
61 Immediately Advance
62 Obediently Break
63 Playfully
Display
64 Rebelliously Replace
65 Freely
Avoid
66 Sarcastically Anticipate
67 Glibly
Lacerate
68 Distinctly
Enslave
69 Fatally
Purchase
70 Transparently Reveal
71 Openly
Convince
72 Courageously Exhaust
73 Safely
Follow
74 Correctly
Preach
75 Rudely
Preserve
76 Jealously
Promise
77 Cleverly
Revive
78 Devastatingly Bless
79 Discreetly
Reverse
80 Bravely
Curse
81 Menacingly Expand
82 Elegantly
Summon
83 Crudely
Ward
84 Optimistically Unleash
85 Slowly
Explore
86 Unethically
Annoy
87 Wickedly
Devour
88 Neatly
Overshadow
89 Flagrantly
Heal
90 Knowingly
Allow
91 Mostly
Ambush
92 Flatteringly Discuss
93 Lazily
Float
94 Zealously
Rotate
95 Equally
Remember
96 Greedily
Observe
97 Blindly
Soften
98 Fairly
Annihilate
99 Naively
Conquer
100 Ruthlessly
Abandon
Probability No, and
No
Wrongly
Politely
Offensively
Diligently
Tearfully
Intent
Overcome
Deceive
Slash
Enchant
Demand
No, but Yes, but
Theme
Bloodshed
Tool
Empathy
Art
Despair
Joy
Life
Proof
Progress
Blackmail
Time
Promise
Loss
Game
Oath
Insecurity
Legacy
Nature
Existence
Wrath
Murder
Allies
Culture
Mentorship
Conflict
Tradition
Cruelty
Hope
Aggression
Knowledge
Production
Decay
Suffering
Sickness
Starvation
Solitude
Clarity
Protection
Eternity
Frustration
Normalcy
Love
Truth
Morality
Darkness
Companionship
Cooperation
Weapon
Communication
Reason
Yes
Yes, and
Almost Impossible
1 ­ 25
26 ­75
76 ­ 90
91 ­ 96
97 ­ 99
100
Very Unlikely
1 ­ 20
21 ­ 70
71 ­ 80
81 ­ 90
91 ­ 97
98 ­ 100
Unlikely
1 ­ 15
16 ­ 56
57 ­ 66
67 ­ 81
82 ­ 93
94 ­ 100
Unknown
1 ­ 10
11 ­ 40
41 ­ 50
51 ­ 60
61 ­ 90
91 ­ 100
Likely
1­7
8 ­ 17
18 ­ 32
33 ­ 44
45 ­ 85
86 ­ 100
Very Likely
1­3
4 ­ 10
11 ­ 20
21 ­ 30
31 ­ 80
81 ­ 100
1
2­4
5 ­ 10
11 ­ 25
26 ­ 75
76 ­ 100
Almost Certain
14
1D10
1
2
3
4
5
6
7
8
9
10
1D5
1
2
3
4
5
1D10
1
2
3
4
5
6
7
8
9
10
1D10
1
2
3
4
5
6
7
8
9
10
1D10
1
2
3
4
5
6
7
8
9
10
1D10
1
2
3
4
5
6
7
8
9
10
Disposition
Loyal
Friendly
Supportive
Agreeable
Disinterested
Stubborn
Arbitrary
Unfriendly
Hostile
Fanatical
Distance
Behind you
Over there
Nearby
Far away
Out of reach
Morale
Broken
Abysmal
Desperate
Waning
Average
Rising
Hopeful
Confident
Fantastic
Fanatical
Experience
None
Unrelated
Temporary/Conditional
Barely
Novice
Average
Proficient
Expert
Master
Legendary
Reputation
Slandered
Misunderstood
Indifferent
Pretentious
Unknown
Personal milieu
Local area
Country
Continent
Global recognition
Twist
Betrayal from within
Greedy/ambitious allies
Faulty information
Unexpected anomaly
It's suspiciously easy
Unusual weather
Overlapping goals
Overconfident enemy
Exceptional reward
Unexpected help
1D10 Focus (and/but)
1
2
3
4
5
6
7
8
9
10
Adventure Goal
Quest Giver
Player Character
Faction
Known NPC
Location
Scene Goal
New NPC
Quest Target
Campaign Goal
Campaign Premise
Roll 1D100 on the entire table or pick an Archetype and only roll 1D10
1D100
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
Archetype
Survival
Martial
Social
Investigation
Exploration
Premise
1D100
Left for Dead
Shipwreck Survivor
Lost in Dangerous Terrain
Stranded in Unknown City
Dangerous Journey
Escape Captivity
Indentured Servitude
Financial Trouble
Hunted in a Hostile Land
Stalked by a Predator
Mercenary Company
Professional Soldier
Dungeon Crawl
Monster Hunt
Bounty Hunter
Large Scale Conflict
Rescue Operation
Guerilla Warfare
Last Stand
Siege
Court Intrigue
Diplomatic Entourage
Faction Recruitment
Treacherous Alliance
Important Meeting
Broker Treaty
Peace Summit
Manipulative Scheme
Festival Preparations
Rising the Ranks
Detective Agency
Law Enforcement
Government Espionage
Historical Fact Checking
Breach of Tradition
Forbidden Technology
Criminal Enterprise
Unexplained Phenomenon
Industrial Sabotage
Corruption
Wilderness Expedition
Caving/Spelunking
Illegal Exploration
Dungeon Excavation
Urban Exploration
Artistic Exploration
Cultural Tourism
Spiritual Pilgrimage
Scouting Mission
Lost Contact
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
15
Archetype
Self Reflection
Naval
Supernatural/High Tech
Hybrid
Criminal
Premise
Coming of Age
Midlife Crisis
Processing Grief
Faced With Own Mortality
Trauma Resolution
Morality Change
Questioned Values
Origin Story
Reason for Retirement
Seeking Purpose
Gargantuan Creature Hunt
Blockade Running
Long Range Merchant
Privateer
Route Clearer (Icebreaker)
Underwater Survey
Asymmetrical Conflict
Transport Wanted Cargo
Support Land/Ground Force
Salvage Vessel
Secluded Research
Practical Experiments
Crisis Prevention
Learn New Tools
Anomaly Spread
Disaster Relief
Abuse of Power
Spell/Tech Creation
Mage/Tech Hunter
Experiment Cleanup
Take Revenge
Penal Colony
Chase/Pursuit
Restore Important Location
Resistance Movement
Prestigious Competition
Heal Community
Teach the Next Generation
Fulfill Destiny
Understand Opposition
Plant or Destroy Evidence
Heist
Thieves Guild
Defraud Government
Organized­Crime War
Smugglers
Corrupt Officials
Blackmail
Prison Life
One Last Job
Quest Type
Roll 1D50 or pick a Category and roll 1D5
1D50
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
Quest Category
Crime
Negotiate
Exploration
Deception
Research
Transport
Combat
Craft/Obtain
Retrieve
Govern/Manage
Roll 1D60 or pick a Category and roll 1D20
A D60 can be rolled with a D6 (tens) and a D10 (ones)
1D60
Quest Focus
Theft
Burglary
Blackmail
Assassination
Kidnapping
Trade
War
Alliance
Social
Factional
Survey
Scout
Excavate
Supernatural
Naval
Espionage
False Flag
Fraud
Manipulation
Sabotage
Supernatural
Secret
Forbidden
Traditional
Social
Item
Person
Information
Animal
Goods
Patrol
Retreat
Hunt
Protect
Capture
Custom Item
Mass Production
Supernatural
Competition
Infrastructure
Item
Person
Information
Animal
Abstract Concept
Economy
Warfare
Culture
Magical
Foreign
Every Category has a large Subtable on the
following Pages.
'Transport' and 'Retrieve' share the same table.
16
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
Crime
Theft
Burglary
Blackmail
or
Assassination
or
Kidnapping
Focus
Legendary Artifact
Unique Weapon
Unique Armor
Specialized Tool
Valuable Piece of Art
Mundane Equipment
Letter
Toy
Rare Reagent
Piece of Clothing
Perishable Material
Book
Elixir
Specialized Medicine
Engraved Jewelry
Locked Box
Magical Container
Light Source
Currency
Small Trinket
Treasure Vault
Smuggler's Hideout
Fortified Manor
Military Base
Museum
University
Residence
Palace
Art Exhibit
Artisan Workshop
Ship Captain's Quarters
Transport
Bank
Gambling Den
Loanshark
Social Club
Grave Robbery
Digsite
Public Market
Construction Site
Peasant
Lawyer
Merchant
Aristocrat
Magic User / Technophile
Child
Courtier
Researcher
Engineer
Soldier
Scout
Officer
Politician
Cartographer
Criminal
Cook
Wounded / Sick
Entertainer
Archaeologist
Laborer
Quest Type
Roll 1D100 on the entire table or pick a Category and only roll 1D20
1D100
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
Negotiate
Trade
War
Alliance
Focus
1D100
Limited License
Restore Reputation
Single Expensive Item
Permanent Trade Route
Collector's Item
Exclusive License
One­Time Caravan
Stolen Goods
Jewelry
Personalized Item
Ornate Clothing
Unique Tool
Toll Station
Tax Exemption
Fulfill Promise
Take on Great Risk
Prove Reliability
Disgrace Competition
Seemingly Perfect Offer
Promise Unrealistic Profit
Organize Truce
Third­Party Peacekeeping
Fair Peace Treaty
Border Dispute
Threaten War
Ruthless Peace Treaty
Delay Treaty
Unofficial Deal
Offer Surrender
War Crime Trial
Convince Neutrals to Join
Secret Peace Talks
Refuse Unfair Treaty
Stabilize Multicultural Meet
Pretend to Agree
Declare War
Fabricate Casus Belli
Organize Prisoner Exchange
Defend Clandestine Op
Support Proxy War
Formal Marriage
Defuse Scandal
Offer Token of Friendship
Endure Ceremony
Form Defensive Alliance
Plan Combined Assault
Guarantee Independence
Agree on Open Borders
Amend Grievances
Declaration of Friendship
17
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
Negotiate
Alliance
Social
Factional
Focus
Territory Swap
Cultural Joining
Form Military Alliance
Share Knowledge
Organize Combined Project
Warn of Imminent Danger
Form Research Agreement
Sensitive Information Sharing
Establish Embassy
Offer Disaster Relief
Salvage Friendship
Contain Family
Reignite Passion
Question Loyalty
Explain Conflict
Find Compromise
Reduce Pain
Prevent Separation
Overcome Distance
Escape Reality
Prove Loyalty
Form Friendship
Forget Incident
Reaffirm Commitment
Break Promise
Undermine Confidence
Understand Viewpoint
Repair Relationship
Forgive Loved One
Proclaim Love
Prevent Abduction
Understand Opposition
Recruit Wonderkid
Display Superiority
Accept Defeat
Enemy of my Enemy
Change Loyalty
Prepare Promotion
Seek Allies
Disrupt Alliance
Reaffirm Loyalties
Show Pity
Play the Long Game
Convince Leader
Relinquish Power
Demand Repayment
Display Leadership
Practice Patience
Educate Members
Finalize Destiny
Quest Type
Roll 1D100 on the entire table or pick a Category and only roll 1D20
1D100
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
Exploration
Survey
Scout
Excavate
Focus
1D100
Coastline
Mountain Pass
Natural Cave
Catacombs
Construction Site
Destroyed City
Secluded Valley
Overgrown Ruins
Wasteland
Desert Oasis
Ice Sheet
Dense Jungle
Island Chain
Untamed Forest
Tundra
Highlands
Lake
Mine
Tunnel
Fjord
Hostile Stronghold
Hostile Outpost
Unknown Ruin
Trade Route
Siege Camp
Small Island
Manufactory
Encampment
Remote Village
Overgrown Cave
Mountain Pass
Underground Tunnel
Fortified Roadblock
Rough Coastline
Border Crossing
Abandoned Town
Dangerous Swamp
Dense Forest
Unnatural Barrier
Lone Tower
Family Heirloom
Ancient Treasure
Cultural Heritage
Lost Knowledge
Preserved Corpse
Hidden Secret
Underwater Cove
Overgrown Temple
Sentimental Trinket
Unstable Mine
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
18
Exploration
Excavate
Supernatural
or
Magical
or
Technological
Naval
Focus
Shipwreck
Flooded Graveyard
Poisoned Well
Rare Instrument
Prehistoric Fossil
Labyrinthian Sewers
Unusual Soil
Battle Site
Animal Burrow
Riverbed
Shifting Roads
Forgotten Test Site
Floating Tower
Drained Paradise
Hidden Laboratory
Flickering Forest
Living Fog
Crawling Mountain
Flooded Dungeon
Sprouting Desert
Ice Tornado
Withering Quarry
Self Aware Warship
Gravitational Anomaly
Draining Lake
Quicksilver Spring
Deceitful Swamp
Illusionary Library
Mirror Citadel
Whispering Wind
World Circumnavigation
Blockade Running
Rescue and Recovery
Storm Chasing
Coastal Patrol
Route Wardens
Looking for New Land
Ghostship Hunter
Lost Island
Floating Fortress
Rotting Ship
Ancient Wreck
Aberrant Animal Swarm
Exotic Animal Sighting
Floating Village
Sinkhole
Atoll
Remnants of Naval Battle
Weather Phenomenon
Tainted Stream
Quest Type
Roll 1D100 on the entire table or pick a Category and only roll 1D20
1D100
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
Deception
Espionage
False Flag
Fraud
Focus
1D100
Steal Production Secret
Learn Scandalous Secret
Find Blackmail Material
Infiltrate Faction
Replace Public Figure
Steal Correspondance
Tail Important Person
Observe Meeting
Replace Meeting Participant
Make Contact with Informant
Doublecross Employer
Intercept Message
Stall Diplomat/Envoy
Escape Alarmed Facility
Identify Infiltrator
Prevent Observation
Learn Employer's Motivation
Recruit Specialist
Extract Turncoat
Prevent Sabotage
Create Diplomatic Incident
Plant False Evidence
Commit Murder in Disguise
Feign Attack
Lead Allies into Ambush
Provide Fake Target
Create False Papertrail
Blatantly Steal Artifact
Leak False Information
Disrupt Peace Talks
Bait Extremist Faction
Frame Prominent Person
Amplify Existing Threat
Clean Up Failed Operation
Threaten Neutral Faction
Blame Unrelated Incident
Kidnap Enemy's Loved Ones
Blame Vigilante Group
Feign Injury to Lure Enemy
Use Vehicle as Robbery Bait
Trick Investors
Sell Fake Luxury Item
Election Fraud
Embezzlement
Forge Incriminating Papers
Evade Tax Collectors
Insurance Fraud
Unlicensed Tool Use
Patent Exploitation
Misappropriate Resources
19
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
Deception
Fraud
Manipulation
Sabotage
Focus
Hide Conflict of Interest
Fund Illegal Research
Sell Building You Don't Own
Hide Ethics Violation
Establish a Front Business
Falsify Scientific Study
Cheat During a Game
Forge Signature
Sell Faulty Goods
Offer Job With Fake Reward
Blackmail Influential Person
Create Rumor
Incite Unrest
Convert Weak Mind
Gaslight Ally
Provoke Crime
Sow Doubt
Smear Reputation
Voter Intimidation
Coerce Popular Employee
Befriend Scapegoat
Encourage Foolish Endeavor
Destroy Relationship
Undermine Trust
Act as Double Agent
Establish a Contact
Coerce Witness
Pretend Allegiance Change
Show Fake Weakness
Plant Explosives
Sever Communication
Malicious Compliance
Stall Orders
Break Object
Disrupt Production
Destroy Prototype
Prevent Innovation
Trigger Natural Disaster
Prevent Service
Disrupt Experiment
Weaken Infrastructure
Bring Items to Dead Drop
Destroy Manufactory
Waste Enemy Resources
Distract Watchful Eyes
Distribute False Orders
Offer Misleading Evidence
Destroy Evidence
Provide Entry Point
Quest Type
Roll 1D100 on the entire table or pick a Category and only roll 1D20
1D100
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
Research
Supernatural
or
Magical
or
Technological
Secret
or
Forbidden
Traditional
Focus
1D100
Decipher Advanced Records
Contain Failed Experiment
Prepare Complex Test
Find Volunteers for Study
Conceal Research Notes
Matter Removal
Reverse Engineer Found Item
Track Down Apprentice
Defend Thesis
Prepare Presentation
Source Rare Reagents
Organize Lab of Dead Mentor
Establish Foundation
Discredit Rival Study
Disprove Assumption
Dissect Abnormal Animal
Find Historical Comparison
Create New Lifeform
Source Common Ingredients
Dispose of Failed Results
State­Funded Weapon R&D
Private Medical Experiments
Military Armor Development
Long­Range Weapon Tests
Concealable Weapon R&D
Coded Communication
Espionage Methodology R&D
Anomaly Detection Method
Weapons of Mass Destruction
Biological Weapon R&D
Animal Mounted Weapon
Unnatural Infantry Weapon
Concealment Method
Imperceptible Infiltration
Efficient Transportation
Weather Protection
Prolong Life
Flee Retribution
Learn the Truth
Rescue Test Subject
Refuse to Accept Results
Animal Behavior Study
Agricultural Crop Decline
Livestock Relocation
Weather Phenomenon
Patent Abuse
Find Missing Notes
Recreate Experiment Results
Amass Reference Material
Request Approval
20
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
Research
Traditional
Social
Historical
Focus
Art
Ethics
Medicine
Fauna Mutation
Production Efficiency
Educational Structures
Philosophy
Warfare
Economics
Literature
Study Isolated Society
Mingle Among Peers
Organize Social Club
Find Research Partner
Advertise Your Study
Infiltrate Closed Society
Stealthily Observe Rivals
Manipulate Subordinates
Fight for Promotion
Undermine Superiors
Integrate Marginalized Group
Find Potential Apprentice
Shatter Social Norms
Observe Crumbling Society
Obtain Funding
Support Friend's Foolish Plan
Compete Against Equal
Propose Cooperation
Utilize Disgraced Scholar
Organize Fundraiser
Creation of Man
Family History
Religious Mythology
Historical Warfare
Lost Language
Ancient Culture
Forgotten Disaster
Unexplained Mystery
Study Extinct Species
Accompany Expedition
Study Excavation Site
Look for Warning Signs
Repair Damaged Relic
Protect Ruin from Nature
Disprove Prevalent Theory
Genealogy
Search for Missing Landmass
Find the Reason for Disaster
Understand Downfall
Cosmology
Quest Type
Roll 1D100 on the entire table or pick a Category and only roll 1D20
1D100 Transport/Retrieve
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
Item
Person
Information
Focus
1D100 Transport/Retrieve
Legendary Artifact
Unique Weapon
Unique Armor
Specialized Tool
Valuable Artwork
Mundane Equipment
Letter
Toy
Rare Reagent
Piece of Clothing
Perishable Material
Book
Elixir
Specialized Medicine
Engraved Jewelry
Locked Box
Magical Container
Light Source
Currency
Small Trinket
Corpse
Lawyer
Merchant
Aristocrat
Magic User
Child
Courier
Researcher
Engineer
Soldier
Scout
Officer
Politician
Cartographer
Criminal
Cook
Wounded/Sick
Entertainer
Archaeologist
Laborer
Forbidden Knowledge
Secret Location
Evidence of a Crime
Scandalous Story
Shameful Rumor
Vindictive Plot
Apology
Sign of Broken Trust
Renewed Bonds
Looming Threat
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
21
Information
Animal
Goods
Focus
Economic Opportunity
Power Vacuum
Production Method
Magical Research
Forgotten Myth
Imminent Conflict
Unrelenting Hatred
Poetry
Honest Intention
Lack of Knowledge
Corpse
Horse
Dog
Cat
Rodent
Nocturnal Carnivore
Flying Predator
Mutated Animal
Exotic Beast
Aquatic Animal
Expensive Pet
Amphibious Creature
Wounded Animal
Bird
Reptile
Farm Animal
Magical Beast
Skittish Prey Animal
Expensive Breeder
Insect
Food
Construction Material
Currency
Common Reagents
Textiles
Raw Resources
Weapons
Ammunition
Tools
Spices
Manufactured Goods
Entertainment
Medical Supplies
Livestock
Books
Political Pamphlets
Vehicle Parts
Chemicals
Glassware
Volatile Material
Quest Type
Roll 1D100 on the entire table or pick a Category and only roll 1D20
1D100
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
Combat
Patrol
Retreat
Hunt
Focus
1D100
No Man's Land
Frontline
Border
Hostile Territory
Occupied Town
Friendly Territory
Abandoned Village
Ruined Manor Grounds
Neutral Meeting Ground
Trade Route
Waterway
Site of Frequent Attacks
Capital
Forlorn Outpost
Hunting Ground
Treacherous Terrain
Accident Site
Siege Camp
River Crossing
Friendly Headquarters
Far Behind Enemy Lines
Almost Surrounded
Covering Civilians
Staggered Fighting Retreat
In Damaged Vehicle
Escorting VIP
Extract Wounded
Recover Dead
Prevent Flanking
Delay Enemy
Feign Retreat
Relocate Defensive Position
Create Misleading Tracks
Leave Without a Trace
Screen Main Force
Escape Ambush
Confuse Pursuers
Lead Enemy to Trap
Escape Hazardous Weather
Escape from Assassins
Predator
Enemy Patrol
Unnatural Beast
Spy
Enemy Officer
Enemy Scouts
Traitor
Fanatic
Magic User / Technophile
Criminal
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
22
Combat
Hunt
Protect
Capture
Focus
Deserter
Scholar
Assassin
Enemy General
Politician
Engineer
Aristocrat
Artist
Former Ally
Rival
Family
Subordinates
Marginalized Group
Wounded
Chokepoint
Outpost
Fortress
City
Village
Business
Caravan
Transport
Wealth
Heritage
Unlikely Ally
Residence
Hospital
Superiors
Friend
Hospital
Enemy Stronghold
Bridge
Industrial Complex
Outpost
Residence
Transport
Port
Political Base of Power
Cultural Landmark
Roadblock
Homestead
Hideout
Logistical Infrastructure
Static Defenses
Mine
Mountain Path
Campsite
Warehouse
Underground Tunnel
Large Vehicle
Quest Type
Roll 1D100 on the entire table or pick a Category and only roll 1D20
1D100
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
Craft/Obtain
Custom Item
Mass Production
Competition
Focus
1D100
Concealable Weapon
Miniaturized Tool
Multifunctional Tool
Faulty Weapon
Toy
Secret Compartment
Personalized Jewelry
Copy of Famous Object
Counterfeit Document
Portrait
Ceremonial Uniform
Experimental Weapon
Explosive Device
Ornate Piece of Armor
Fine Instrument
Artisinal Clock
Exotic Meal
Extravagant Clothing
Poetry / Written Fiction
Specialized Medicine
Textiles
Crops
Maritime Goods
Animal Product
Clothing
Weapons
Armor
Luxury Items
Furniture
Construction Material
Chemicals
Paper
Processed Oil
Alcoholic Beverage
Animal Feed
Adhesives
Light Sources
Ammunition
Paint
Spices
Replicate Secret Recipe
Most Accurate Ranged Weapon
Best Painting
Sharpest Knife
Tallest Cake
Most Heartfelt Poetry
Fastest Vehicle
Lightest Armor
Safest Passenger Transport
Best Disguise
23
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
Craft/Obtain
Competition
Infrastructure
Supernatural
or
Magical
or
High Tech
Focus
Tastiest Meal
Most Accurate Map
Deadliest Poison
Best Forgery
Sturdiest Construction
Fastest Healing Procedure
Best Artistic Performance
Quickest Tool
Most Extravagant Outfit
Best Engraving
Road
Bridge
Dock
Way Station
Mountain Path
Swamp Trail
Dam
Sewers
Canal
Foot Path
Supply Station
Remote Refuge
Logistical Transport
Hospital
Government Building
Educational Building
Hazardous Waste Disposal
Law Enforcement Building
Financial Institute
Water Supply
Trap
Tome of Secrets
Scroll of Instructions
Elixir
Weapon
Armor
Clothing
Jewelry
Illusionary Container
Locking Mechanism
Writing Utensil
Single Use Tool
Self Drawing Map
Sealed Container
Trick Dice / Cards
Concealable Message
Rope / Ladder
Personalized Tool
Humanoid Construct
Unnatural Nutrition
Quest Type
Roll 1D100 on the entire table or pick a Category and only roll 1D20
1D100 Govern/Mange
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
Economy
Warfare
Cultural
Focus
1D100 Govern/Manage
Personal Assets
Small Workshop
Financial Institution
Educational Institution
Patent Bureau
Shipping Company
Courier Service
Market Stall
Family Business
Artisan Workshop
Manufactory
Printing House
Boarding House
Tavern
Gambling Den
Warehouse
Café
Brothel
Medical Establishment
Restaurant
Barracks
Military Academy
Penal Colony
Remote Outpost
Personal Guard
Law Enforcement
General's Staff
Weapon Manufactory
Labor Gang
Military Logistics
Border Guard Station
Military Police
Ammunition Production
Occupied Town
Officer's Entourage
Prison Camp
Military Vehicle Maintenance
Roadblock
Long Range Patrol
Special Operations
Museum
Library
University
Theater
Historical Landmark
Memorial
Archaeological Site
Tourist Hotspot
Concert Hall
Debate Club
24
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
Cultural
Supernatural
or
Magical
or
High Tech
Ideological
Focus
Local Curiosity
Comedy Club
Fraternity
Exhibition
Living History
Sports Club
Monument Restoration
Relic Transportation
Lecture Hall
Public Bath
Permission Requests
Small Commune
Academy
Laboratory
Lone Tower
Secluded Coven
Wandering Entertainment
Bounty Hunters
Shadow Government
Supremacists
Unnatural Prison
Outreach Program
Secret Society
Outcasts
Anomaly Investigators
Procurement Specialists
Artifact Smugglers
Unnatural Enforcement
Refugees
Salvagers
Cult
Cloister
Social Club
Political Faction
Witch Hunters
Splinter Group
Rebels
Noble Dynasty
Royal House
Laborer Union
Political Refugees
Wandering Missionaries
Marginalized Group
Spiritual Commune
Prosecuted Believers
Established Base of Power
Rising Power
The Opposition
Opportunistic Instigators
Fanatics
Quest Giver
Quest Reason
Roll 1D50 or pick a specific Category
Use the Approach/Intent/Theme Oracle to
determine the reason a quest has been given.
1D50
1 ­ 10
11 ­ 20
21 ­ 22
23 ­ 24
25 ­ 26
27 ­ 28
29 ­ 30
31 ­ 32
33 ­ 34
35 ­36
37 ­ 38
39 ­ 40
41 ­ 42
43 ­ 44
45 ­ 46
47 ­ 48
49 ­ 50
1D100
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
Quest Giver
Type
NPC
Concept
Any
Any
Exploration
Martial
Economy
Magical / High Tech
Political
Historical
Magical / High Tech
Political
Temporary
Economical
Text
Image
Implication
Sentimental
Evidence
Faction
Location
Object
Concept
1D100
Concept
Honor
Duty
Dignity
Revenge
Love
Regret
Salvation
Promise
Destiny
Forgiveness
Repentance
Madness
Purpose
Clarity
Peace
Unrest
Hatred
Friendship
Greed
Memory
Intuition
Prophecy
Dream
Vision
Despair
Desperation
Curiosity
Anger
Longing
Confusion
Desire
Recklessness
Emancipation
Repression
Deception
Honesty
Zeal
Lust
Debt
Privacy
Malice
Pettiness
Misunderstanding
Influence
Idea
Language
Culture
Patriotism
Disgust
Nationalism
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
Philanthropy
Tradition
Age
Knowledge
Customs
Forgetfulness
Science
Wisdom
Intelligence
Strength
Weakness
Stupidity
Quality
Innovation
Perception
Recognition
Control
Freedom
Dependence
Magic
Creativity
Education
Trauma
Experience
Dominance
Art
Death
Afterlife
Humor
Communication
Kindness
Status
Reality
Fiction
Future
History
Existence
Metaphor
Humility
Imagination
Infinity
Happiness
Idealism
Assumption
Chaos
Bravery
Competition
Fairness
Empathy
Guilt
Every Category has its own subtable
1D100
NPC
1D100
NPC
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
Scientist
Politician
Soldier
Peasant
Laborer
Merchant
Courier
Librarian
Craftsman
Researcher
Child
Beggar
Artist
Fanatic
Entertainer
Writer
Aristocrat
Magic User
Doctor
Outcast
Sailor
Hermit
Criminal
Cook
Policemen
Mercenary
Traveller
Explorer
Moneylender
Mortician
Athlete
Religious Believer
Educator
Hunter
Foreigner
Parent
Sibling
Grandparent
Cousin
Aunt / Uncle
Distant Relative
Poet
Business Rival
Childhood Bully
Hired Thug
Stalker
Vengeful Relative
Vindictive Friend
Slighted Leader
Refugee
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
Misunderstood Thief
Relentless Tracker
Missing Friend
Mutant
Estranged Friend
Employer
Former Lover
Gambler
Dockworker
Officer
Rebel
Builder
Artisan
Childhood Friend
Local Celebrity
Employee
Animal Handler
Driver / Pilot
Spiritual Leader
Fugitive
Prisoner
Theologist
Dancer
Distributor
Vagabond
Revolutionary
Apothecary
Diver
Muse
Engineer
Charlatan
Provost
Governor
Contractor
Mentor
Colleague
Guard
Forger
Illusionist
Teacher
Actor
Cleaner
Cartographer
Scout
Fisherman
Debtor
Ranger
Servant
Orator
Assassin
25
Quest Giver
Roll 1D100 on the entire table or pick a Category and only roll 1D20
1D100
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
Faction
Exploration
Warfare
Economy
Focus
1D100
Cartographer Guild
Mercenary Scouts
Chartered Company
Pioneer Guild
Treasure Hunters
Explorer Society
Road Tenders
Mountainwatch
Nature Wardens
Cave Divers
Tunnel Rats
Private Investigator Firm
Transport Company
Expedition Organizer
Courier Service
Wandering Merchants
Ferry Service
Smuggler Gang
Archaeological Society
Migrating Tribe
Government Army
Mercenary Company
Government Navy
Private Army
Private Navy
Pirate Faction
Organized Crime Group
Mage­ / Tech Hunters
Sapper
Nomadic Raider
Religious Militants
Armed Rebels
Renegades
Bandits
Outcasts
Law Enforcement
Deserters
Warrior Society
Freedom Fighters
Martial Artists
Merchant Guild
Trade Company
Tax Collectors
Debt Collectors
Moneylenders
Banking Dynasty
Industrial Empire
Manufacturer Consortium
Landlord Union
State Owned Company
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
26
Faction
Economy
Supernatural
or
Magical
or
High Tech
Political
Focus
Philanthropic Society
Thieves Guild
Animal Breeder
Art Society
Artisan Guild
Gentlemen's Club
Trade Union
Museum Syndicate
Merchant Patricians
Construction Company
Unusual Research Initiative
University Leadership
Practical Research Institute
Secluded Coven
Charitable Foundation
Naturalist Circle
Protected Pacifists
Special Forces
Animalistic Tribe
Spiritual Hermits
Body Modder
Philanthropic Institution
Scheming Syndicate
Magical Law Enforcement
Unnatural Archive
License Enforcement Office
Corrupted Magic Users
Refuge for Untrained People
Occult Organization
Specialist Consultants
Noble House
Military Junta
House of Representatives
Parliament
Revolutionary Debate Society
Royalists
Constitutional Monarchists
Imperial Advisors
Shadow Council
Secret Society
Political Intelligence Service
Society of Friends
Spy Network
Theocratic Leadership
Institute of Law
High Society Social Club
Governing Faction
Republican Senate
Oligarch Council
Royal House
Quest Giver
Roll 1D100 on the entire table or pick a Category and only roll 1D20
1D100
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
Location
Civilian
Political
Temporary
Focus
1D100
Homestead
Hamlet
Village
City
Metropolis
Castle
Outpost
Border Settlement
Town
Fortification
Boarding House
Tavern
Country
Continent
World
Colony
City Quarter
Library
Graveyard
Museum
City Hall
Palace
House of Parliament
Communal Fireplace
Council Chamber
Prison
Courtroom
Central Plaza
Law Enforcement HQ
Patent Office
License Enforcement Office
Armed Forces Base
Naval Recruitment Office
Debate Club
Public Forum
Political Society HQ
Governors Estate
Village Council
Judicial Chambers
High Court
Campsite
Army Encampment
Excavation Site
Outpost
Expedition Base
Battle Site
Fortified Caravan Camp
Resource Extraction Site
Broken Down Transport
Festival / Fair
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
27
Location
Temporary
Supernatural
or
Magical
or
High Tech
Economical
Focus
Travelling Entertainment
Construction Site
Natural Wonder
Refuge
Slums
Animal Lair
Smuggler's Hideout
Abandoned Homestead
Barricade
Remnants of Natural Disaster
Research University
School of Magic
Wizard / Technophile Tower
Hidden Laboratory
Unnatural Manufactory
Abandoned Lair
Druidic Grove
Shamanistic Cave
Respectable Parlor
Militant Training Camp
Humanist Academy
Chaotic Residence
Unnatural Vault
Shrouded Domicile
Illusionary Hideout
Orphanage for Outcasts
Prison for Magic Users
Quarantine Zone
Cursed Tomb
Protected Nature
Bank
Marketplace
Small Workshop
Manufactory
Farm
Toll Station
Mine
Orchard
Trade Hub
Harbor
Restaurant
Warehouse
Penal Colony
Guarded Vault
Guild House
Outlawed Entertainment Den
Industrial Complex
Traveling Market
Drinking Hall
Black Market
Quest Giver
Roll 1D100 on the entire table or pick a Category and only roll 1D20
1D100
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
Object
Text
Image
Implication
Focus
1D100
Love Letter
Written Order
Novel (Fiction)
Nonfiction Book
Diary
Encrypted Message
Ancient Engraving
Unnaturally Hidden Note
Advertisement
Notice Board
Newspaper
Encoded Letter
Blackmail
Letter of Refusal
Acceptance Letter
Partially Destroyed Note
Temporary Writing
Censored Report
Political Essay
Business Card
Pictograph
Mural
Portrait
Crazed Scratchings
Landscape Painting
Battle Painting
Hieroglyphs
Abstract Drawing
Picture
Blueprint / Schematic
Child's Drawing
Lost Painting
Impressionist Stain
Unusual Splatter
Self Portrait
Painting of a Crime
Insulting Pamphlet
Forgery
Statue
Map
Missing Tool
Absence of Vital Component
Slightly Moved Furniture
Dirty Clothing
Blood Stained Floor
Open Window
Torn Out Page
Blatantly Placed Weapon
Scratched Furniture
Burned Book
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Object
Implication
Sentimental
Natural
Focus
Blood Trail
Broken Lock
Freshly Dug Hole
Damaged Roof
Uprooted Tree
Half Eaten Meal
Slain Animal
Repaired Furniture
Used Medical Supplies
Tainted Beverage
Childhood Toy
Favorite Tool
Heirloom Weapon
Family Jewelry
Historical Artifact
Token of Remembrance
Faded Portrait
Picture Book
Undelivered Present
Sketchbook
Book of Songs
Personal Manifesto
Lock of Hair
Broken Instrument
First Tools of the Trade
Ceremonial Garb
Hard Earned Trophy
Ideological Idol
Comforting Focus
Unopened Gift
Inspirational Flower
Loyal Pet
Rotten Tree
Flying Animal
Unusual Insect
Wounded Beast
Domesticated Predator
Exotic Plant
Medicinal Roots
Hallucinogenic Mushrooms
Invasive Species
Blighted Crops
Agitated Guard Animal
Creeping Vines
Ripe Fruit
Unusually Shaped Rock
Poisonous Berries
Pristine Leaf
Reptile Skin
Geode
Campaign Turn - Random Events
Roll 1D10 to determine the category and then roll 1D50 on the respective subtable
1D10
Category
1D10
Category
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Conflict
Environment
Health
Technology / Magic
Ideology
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Entertainment
Goals
Assets
Culture
Vocation
1D50
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Conflict
Rumors of a distant conflict
Nearby conflict draws attention
Dangerous conflict comes to a peaceful end
Shared conflict strengthens bond
Lack of conflict breeds complacency
Ally gains strength
Spoils of war get distributed
Forgotten conflict re­emerges
Ally calls for aid
Rumors of an unavoidable disaster
Rebellion is crushed in its infancy
Unstable truce is negotiated
Unknown entity offers help in conflict
Enemy threatens attack
Rebellious ideas are planted
Enemy probing attack
Violent change is threatened
Leadership restructures internal organization
Overlooked tensions escalate
Careful planning provides victory
Rebellion is rekindled
Conflict is averted
Planned ambush is foiled
Stalemate between equally matched opponents
Hideout gets exposed
Uncovered secret threatens stability
Ally is attacked
External conflict seems to escalate
Turncoat emerges
Poor planning leads to avoidable attrition
Alliance breaks
Miscalculated plans lead to defeat
Self­deception invites disaster
Internal turmoil damages something beyond repair
Unexpected rescue from desperate conflict
War breaks out
Home is attacked
Leadership splinters
Attrition threatens to break morale
Betrayal from within
Enemy emerges as an ally
Ally is destroyed
Friend turns foe
Enemy attacks with all their strength
Power base under siege
Offensive fails catastrophically
Lost conflict destroys morale
Full­scale rebellion breaks out
Crucial battle is won
Death looms ever closer
Randomly determine the target of the event by rolling on
your Active/Background Lists. Feel free to roll on additional
tables if the random event doesn't make immediate sense.
Does the event happen to the target or because of them?
1D50
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Environment
Signs of incoming storm spread fear
Pleasant weather makes everything easier
Uncomfortable environment creates tension
Natural resources get discovered
Animal migration heralds incoming change
Weather uncovers an ancient secret
Terrain obscures truth
Untouched nature stands in the way of the objective
Fog disguises destination
Favorable terrain provides an opportunity
Bountiful harvest offers wealth
Terrain makes pursuit easier
Unusual temperate enhances suffering
Flora disrupts movement
Tracks attract unwanted attention
Animal migration causes disruption
Rough terrain slows down the chase
Abandoned animal den hides secret
Improvised hideout provides protection
Newly discovered animal heightens superstition
Natural resources allow resupply
Nature reclaims territory
Injured animal requires aid
News of distant natural disaster
Unexpected weather changes the plan
Natural shelter offers safety
Required transport gets stuck in terrain
Weather shrouds assumed threat
Terrain makes the previous plan impossible
Unstable ground disrupts composure
Infected animal threatens the local ecosystem
Local fauna attacks
Ecosystem prevents expansion
Harsh weather inflicts damage
Invasive excursion threatens ecosystem
Extreme weather destroys the plan
Thick flora prevents escape
Sudden lighting change offers opportunity
Natural resources are fought over
Reckless movement causes unstable ground
Extreme winds invalidate progress
Unforgiving environment demands sacrifice
Important landmark gets damaged by rough weather
Natural border washes away
Freshly formed path provides a shortcut
Dangerous weather diminishes supplies
Water supply gets tainted
Changing climate forces relocation
Manmade disaster permanently alters the terrain
Natural disaster strikes unexpectedly
Campaign Turn - Random Events
1D50
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50
Health
1D50
Acquire preventive medicine
Nightmares fuel superstition
Escapism ignores suffering
Stress prevents rest
Annoying injury breaks concentration
Fear spreads like a disease
Sickness prevents plan
Time heals everything
Anxiety forces seclusion
Mental health affects physical health
Physical deterioration affects confidence
Nearby accident provides an opportunity
Mania prevents tranquility
Bravery inspires others
Accident inflicts minor wounds
Anger threatens bond
Contentness discourages change
Guilt gnaws on conscience
Strength doesn't match expectations
Obtain anti­venom
Shame leads to avoidance
Refuge rebuilds mental strength
Apathy prevents action
Exposure threatens health
Health recovers unexpectedly well
Preventable accident injures others
Harvest venom from animal
Old sickness flares up again
Close friend falls ill
Confrontation with mortality
Happiness invites challenge
Injury affects mental capacities
Addiction begins to dominate life
Spoilt supplies threaten health
Sickness worsens
Rumors of a distant plague
Revenge doesn't provide relief
Infection spreads
Inaction leads to disaster
Wrath overrides reason
Despair encourages surrender
Wound festers
Depression grows stronger
Desperation prompts reckless action
Unseen poison inflicts damage
Mental health breakdown
Death in the family
Near­death experience
Surprise attack leaves at least one dead
Accident inflicts grievous wound
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Technology / Magic
Refusal to innovate
Old tool needs repair
A more efficient production method emerges
Unclear exercise stretches patience
Expert provides helpful instructions
Overpreparation wastes resources
Incomplete answer leads to more questions
Theoretical knowledge attracts interest
Volunteer offers to help
Dirty weapon requires maintenance
Instructions are faulty
Illegal item attracts unpleasant attention
Novice unknowingly solves the problem
Lack of preparation invites failure
Existing infrastructure allows leisure
Greedy merchant offers unique item
Discovery in an unrelated field of study
Unsolicited help only complicates things
Rival creates very similar project
Unrelated activity provides answer
Critics underestimate scope of success
Lack of funding shuts down project
Primitive equipment solves problem
Obsolete tool gets repurposed
Reliable tool does the job
Unknown item provides useful
Manipulative investor warps project intentions
Doing it because they could, not because they should
Established method proves ineffective
Restauration uncovers treasure
Proclaimed genius turns out to be fraud
Success would require unethical testing
Desperate last attempt to prove theory
Outside judgment questions relevance
New protection prevents damage
Hasty reaction heightens risk
Secret recipe gets stolen
Successful test allows expansion
Fanatic desire to surpass predecessor
Overconfidence destroys fragile equipment
Desperation tolerates dangerous methods
Missing part reemerges
Loss of control over powerful equipment
Untrained usage causes accident
Witness unbelievable power
Advanced tool saves lives
Crucial equipment breaks down
Prototype fails catastrophically
New weapon inflicts terror
Successful innovation
Campaign Turn - Random Events
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Ideology
1D50
Entertainment
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Small gesture gives joy
Relaxing evening at home
Shared experience strengthens bond
Calm seclusion focuses the mind
Enjoyable distraction reinforces purpose
Early morning air renews energy
Anticipation is hard to endure
Literature provides comfort
Childhood game is still enjoyable
Petty rivalry stalls procedure
Complex game trains behavior
Instrument soothes nerves
Outdated performance lessens enjoyment
Animal provides comfort
Resolved tension allows downtime
Serene location acts as backdrop
Live entertainment at a public location
Pleasant night out
Experience outside own comfort zone
Performance allows emotional reminiscence
Several days of relaxation
Restrictive laws require creative means of entertainment
Competitive game strains relationship
Fun activity is cut short
External forces interrupt event
Superficial joy doesn't last long
Vacation strains resources
Exclusion garners resentment
Obscure performance inspires action
Ordered leisure time provides no comfort
Improvised plans turn out better than expected
Self­medication to deal with fear
Public display of joy infects bystanders
Nearby event disturbs peace
Take part in extravagant festivities
A night to remember
Relaxed atmosphere hides tension
Consumables enhance experience
Noisy frolicking attracts attention
Much­needed vacation becomes impossible
Illicit consumables get offered
Unrelenting group pressure ruins the trip
New experience changes world view
Yearly event gets canceled
Extensive bender requires recovery
False invitation intended to humiliate
False expectations lead to misery
Once in a lifetime experience
Restrictive location allows freedom of thoughts
Joy is suddenly turned into despair
Friend seeks advice
Ideology provides comfort
Seeds of doubt are planted
New project is funded
Offer help to suffering ally
Search for ideological artifact
Calming influence defuses tension
Reaffirmed belief strengthens resolve
Questionable show of faith
Ideology allows healing
Comparison sows insecurities
Inappropriate behavior casts suspicion
Peaceful discussion of different ideologies
Awkward faux pas during ceremony
Ideological fiction envelops reality
Successful event attracts new interest
Invasive conversion attempt
Suffering awakes desire for new ideology
Belief spreads
Ideological theory proves correct
Blamed for attack on ideological opposition
Beliefs reassure struggling mental health
Prevent conversion
Shady individuals join
Conflict of interest
Build new base of power
Abuse of privilege
Blind faith meets uncaring reality
Vengeful elements demand revenge
Opposite ideology gains strength
Accident puts loyalty in question
Lack of conviction provokes attack
Belief can't fill empty stomach
Philosophical debate turns violent
Discovery of ideological paradox
Perversion of ideological teachings
Vision provokes reckless behavior
Relocation of base of power
Threats become real
Ideology demands change
Attack because of beliefs
Flee persecution
Having to choose between faith and duty
Unnatural response to disaster
Crisis of faith
Apparent miracle takes place
Believers revolt
Spiritual leadership crumbles
Core belief gets disproven
Trauma leads to drastic ideology change
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Campaign Turn - Random Events
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50
Goals
1D50
News of competing forces fighting for the same goal
Encouraging gesture from friends
Delay of plans
Acquire funding for goal attempt
Enemy of my enemy is my friend
Gather required tools
Shared interest offers aid
Carelessly share plans
Ancient grudge reemerges
Opponent learns of goal
Seek allies to complete goal
Window of opportunity closes
Misunderstood goal
Success inspires others
Plans get leaked
Helpful gift from a supportive faction
Goal requires more investment
Meticulous planning requires time
Obstacle isn't where it's supposed to be
Goal becomes time sensitive
Overexcitement leads to mistake
New goal emerges
Third­party involvement complicates goal
Mobile target becomes static
Goal becomes unattainable
Quid pro quo
Corruption introduces obstacles
Exploit goal protection's blatant flaw
Willingly abandon goal
Obstacle becomes helpful
Static barrier needs to be overcome
Abandon old goal
Friend stands in the way
Desperate last attempt
Childhood dream becomes achievable
Failure provokes retribution
Chain of unlikely events forces immediate attempt
Forced to abandon goal
Success is only temporary
Accident offers unique opportunity
Goals shift drastically
Rescue arrives just in time
Abort doomed attempt
Achieve goal at great cost to self
Short­term goal achieved
Plan fails utterly
Integral part of the plan fails
Childhood dream achieved
Long term goal achieved
Dreams shatter horribly
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Assets
Take inventory of owned assets
Exchange goods for currency
Worrying lack of resources
Home lacks comfort
Quality of consumables worsens
Wasteful spending of currency
Outside forces desire wealth
Start of a new construction project
Disguise wealth
Opportunity to take unclaimed asset
Manufactured goods attract attention
Junk turns out to be treasure
Luxurious spending leads to shortcomings
Lend resources to ally
Base of power needs repair
Sudden inheritance
Needless loss of capital
Investor offers financial support
Desire to own more of the same
Amass healthy stock of reserves
Irrational desire to own useless asset
Improvised tool proves itself useful
Expensive accident
Asset no longer functions as intended
Old investment pays off
Borrowed asset needs returning
Careful rationing allows prolonged use
Vandalized property
Greed clouds judgment
Unusual asset presents itself
Undefined influence needs structure
Containing asset strains resources
Payment can no longer be stalled
Illegal goods get discovered
Inflated value diminishes greatly
Gift assets to gain influence
Debt has to be fulfilled
Interruption of robbery in progress
Means of production breakdown
Wealthy patron buys major asset
Living asset dies
Unexplained property damage
Transport breaks down
Risky investment requires sacrifice
Valuable asset gets stolen
Dangerous asset requires maintenance
Home gets destroyed
Most important asset vanishes
Gain unique asset at no cost
Total loss of all assets
Campaign Turn - Random Events
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Culture
1D50
Inconsequential custom provides stability
Traditional food warms the heart
Minor ritual is overlooked
Disappointment leads to denied participation
Misunderstanding due to faulty translation
Ignorance is bliss
Completed ritual allows reprieve
Popular event needs to be prepared
Anecdotal story inspires action
Naive outsider wishes to learn
Enthusiasm clashes with cynical partner
Authorities discourage public cultural display
Family tradition unites estranged relatives
Preparation isn't finished in time
Superstitions form the basis of distrust
Opposing values slowly influence each other
Obscure custom suddenly becomes relevant
Non­verbal communication gets misinterpreted
Hurtful exclusion weakens bond
Commercial bastardization provokes anger
Unlawful activities escape notice
Regular meetings inflame passion
Familiar smell uncovers forgotten memories
Self­proclaimed cultural leader proves incompetence
Sentimental environment heightens emotions
Denial of service based on culture
Close friend has drastic shift in cultural values
Mentor fails to follow own teaching
Generational shift in cultural ideals
Public event attracts widespread attention
Questionable tradition gets forced upon participants
Disparaging remarks cancel personal ritual
Ritualistic procedure is rudely interrupted
Shared language overcomes barrier
Familiar surroundings form a home away from home
Blatant disrespect shocks onlookers
Language barrier complicates argument
Unexpected challenge questions cultural values
Shared custom brings community together
Cross­cultural tension cannot be resolved
Cultural values stand in the way of duty
Unusual custom extends awkwardness
Yearly event is outlawed
Misunderstood custom undermines important meeting
Superstitions lead to violent outburst
Important event can't take place
Cultural prosecution
Cross culture communication strengthens bond
Fundamental history gets questioned
Core custom becomes illegal
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33
Vocation
Superiors praise recent efforts
Lack of initiative leads to reprimand
Unusual project peaks interest
A normal day of work
Unfair workload assignment
Simple clean­up job
News of completed work spreads quickly
Naive expectations contrast with reality
Refusal of service
Project is easier than expected
Curious bystanders observe everything
Blatant disregard for safety provokes response
Careful planning pays off
Nonsensical rumor gains traction
Admirer wants to be taught
Work for free due to personal conviction
Assignments conveniently overlap
Unprofitable enterprise is doomed to fail
Subordinates need guidance
Talent is not enough to overcome complication
Coworker becomes friend
Lack of oversight allows for inactivity
Unethical work shatters innocence
Tools of the trade evolve
Regular job gets tiresome
Opportunity to observe master at work
Negligent coworker causes avoidable incident
Accident tarnishes reputation
Incompetent boss botches assignments
Payment gets refused
Unsafe working conditions almost cause accident
Rival takes credit for work
Unexpected obstacle interferes with work
Specialist takes over responsibilities
Long term project requires more manpower
Toxic work environment
Insufficient payment creates unrest
Nosy observer tries to interject themselves
Claimed experience gets put to the test
Abuse of authority
Outside pressure becomes unbearable
Reckless pursuit of unlikely project
Forced change of plans destroys confidence
Humiliating public failure
Terrifying job offers great reward
Change of vocation
Overconfidence leads to accident
Jealous rival sabotages next job
Underserved demotion
Exceptional work earns promotion
Appendix A:
Extended Play Examples
The Campaign Log
Jack already has a good idea of the sort of game
he wants to play so he chooses the Campaign
The following examples are just a sample of the
Parameters that best fit this concept. The rest,
countless approaches to solo roleplay. They
he leaves up to the dice. This is what he comes
focus on the GEMulator and the way you can use
up with.
it during your sessions. The specifics of how a
Scene plays out or how characters are created
Premise: Military team of specialists goes on
depends on your chosen RPG ruleset, so they'll
missions all over the galaxy.
be abstracted to keep things short. Don't restrict
Length: Long (1d5+6 Adventures)
yourself by only following these methods.
Scope: Universal
Experiment and focus on the things you find
Stakes: High
interesting.
Theme: Military
Goal: Acquire advanced technology to protect
1| Starting with a Campaign Concept
Earth. Represent humanity and establish
Jack recently watched a military science fiction diplomatic contact with alien civilizations.
tv-series and wants to play a game with similar
themes. He picks a matching RPG ruleset from The team of player characters consists of a
his collection and decides to play a team of squad leader with spec ops experience, a genius
military personnel that gets sent on a variety of scientist, a demolition expert, and a linguist.
missions on different planets.
Jack has a rough idea of these characters in
With this specific theme in mind, he creates his
characters according to the rules of his chosen
game system. After character creation, he
returns to the GEMulator and prints out the
Campaign Log, the Adventure Log, the Campaign
Turn Log, the Main Oracle, and the Quick
Reference. For tactical combat, he decides to use
tokens from a board game and a dry-erase
playmat. Any note keeping will be done with pen
and paper, but he keeps a laptop nearby to
reference rules and to use online resources.
Only start with character creation if you
already have a specific theme and premise in
mind. It is far easier to start with Campaign
Premise or Adventure Hook generation, and to
only then create a character that has a reason
to take part in the story.
Conflict is at the core of every narrative!
Create it first and the rest will come. Keep in
mind that combat is not the only form of
conflict.
mind, but he wants to find out more about their
team cohesion. He uses the Main Oracle to
answer a few questions.
How experienced are they at working together?
Barely → They only trained together. No real
mission experience.
What is their starting morale?
Waning → Things haven't been going that well
lately. Everyone on base is a bit on edge.
Why is morale waning?
Weakly Preach Clarity → Another team's mission
has gone terribly wrong and the leadership is
hesitantly promising the truth about the
situation. Until then, rumors are running wild
and playing tricks on everyone's imagination.
Finding out what happened on that team's
mission could easily be its own adventure, so
Jack makes note of it on the Campaign Turn Log
in the space for future Adventure Hooks.
34
For the first mission, Jack wants something Characters
• The Team
short and simple so he can get to know the
• Colonel Danning (Team Leader)
characters a bit more. He opens the GEMulator
• Major Stacey Monroe (Scientist)
and generates an Adventure Hook with the
• Dr. Levant (Linguist)
tables from the Book of Tables.
• Grell (Demolition Expert)
• Martin Lloyd (Base Commander)
Quest Type: Deception (Manipulation)
• Senator Kinsey (Blackmail target)
Blackmail Influential Person
• Base Personnel
Quest Giver: Base Command
Quest Reason: Quickly Create Oblivion
Quest Location: Earth
Factions
•
•
•
•
•
Wormhole X-Treme! (Base Command)
Shadowy Organization (Name yet to be discovered)
Humanity
The original intention was to start with an offUnited Nations
world mission, but Jack got an idea for a
Evil Aliens
connection to the adventure hook from before.
Maybe the target of this blackmail mission is a Locations
• Earth
politician, that is trying to shut down the base
• Home Base
after finding out about the other team's failure.
• Target Safe House
Jack leaves their failure vague on purpose
because he likes the feeling of discovering clues Goals
• Acquire Advanced Technology to Protect Earth
during play.
• Establish Contact with Alien Civilizations
• Recover Blackmail Material
The Quest Reason 'Quickly Create Oblivion',
combined with the Goal of 'Blackmail', makes it
sound like the target is supposed to be forced
into silence (to forget). This could be an
Adventure of social intrigue and espionage, but
Jack wants to keep it simple and prefers the
tactical combat aspect of roleplaying games. He
decides that his team of characters is tasked
with the recovery of the blackmail material, so
that other agents may utilize it. He imagines the
data to be in a secure location with armed
guards. A shadowy organization that is trying to
pull political strings sounds like the perfect
antagonist for future Adventures back on Earth.
The First Scene
Every Adventure starts by defining the first
Scene and rolling for a Scene Transition. Jack
imagines his team on the perimeter of the target
safe house, scouting the enemy, and looking for
any possible entry points.
Scene Transition → Negative Interruption
Looks like they got some bad intel and the
security perimeter is much stronger than
anticipated. There are constant patrols and one
of them is walking directly toward their position.
Scene Location: Target safe house perimeter
Scene Goal: Scout building and find an entry
Now that Jack has a good idea of the premise, he point
starts to fill out the Adventure Log. As this is the Scene Start: Patrol walks toward PCs
first Adventure of the Campaign, he puts them
all on the Active Lists. The Campaign Scope of Jack uses the ruleset of his game to play through
'Universal' requires at least three global factions. the Scene until its natural conclusion or when it
becomes clear that the Scene Goal can't be
achieved anymore. The details are skipped for
this example because they highly depend on the
game system you are using and they're not
relevant to the understanding of the GEMulator.
35
Scene Summary: The team tried to hide from
the approaching patrol, but an eagle-eyed
enemy spotted them and opened fire. The PCs
won the ensuing firefight but the alarm was
raised so they had to retreat.
The spaces on the Adventure Log are small by
design. Only record the most relevant
information there and keep the rest of the
details contained to your normal notes. Think
of the Adventure Log as a reference instead of
an active play sheet.
Goal Outcome: PCs failed to gain any
information and didn't find an entry point. Goal He ends up with an organized crime family that
failed.
has deep roots in the local population and law
Scene Transition Modifier: +15
enforcement. Definitely not what he was
expecting, but they should make an interesting
Update Adventure Log
plot device for Adventures set on Earth.
The Active Lists are updated between each
Scene. Jack looks over the existing entries and Jack wants to know more about the nature of the
doesn't think anything needs to be removed. He debt and to who they specifically owe it. He uses
then adds anything new that came up during the the Main Oracle and then sets up the
last Scene.
interrupted Scene and continues playing the
New Characters: Senator's Hired Security
Adventure until the goal is accomplished or not
The enemy has obviously been alerted to the
intrusion attempt and Jack wonders if they
would try to move the blackmail material to a
different location. He thinks it's likely and asks
the Yes/No Oracle:
Do they move the blackmail material?
Likely → Yes
achievable anymore.
After the Adventure, he imagines what every
team member is doing during their downtime
and then generates Random Events according to
the Campaign Turn rules.
The Second Scene
Intercepting that transport is the PC's next goal.
Jack imagines an ambush on a nearby road and
rolls on the Scene Transition table to see if
anything changes (+15 from the first Scene).
Scene Transition → Positive Interruption
A Scene Interruption happens before the Scene
you originally imagined. In this case, something
positive happens before the team prepares for
their ambush. Because nothing comes
immediately to mind, Jack uses the Main Oracle
to give himself more information.
What is the positive interruption?
→ Flatteringly Decimate Promise
He interprets this as a favor (Promise) that gets
fulfilled (Flatteringly Decimate). Somebody owed
his team a debt, but who? He could let the dice
decide, but Jack wants to use a recently bought
supplement to generate a new faction.
36
Summary
• Choose or generate a Campaign concept
• Fill out the Campaign Sheet
• Create a character that has a reason to
take part in the Campaign
• Choose or generate the first Adventure
• Fill out Active Lists
• Play the core Scene loop until Adventure
Goal is completed or unattainable
•
•
•
•
Define Scene
Roll for Scene Transition
Play out Scene
Note down Scene Transition Modifier
depending on Scene Goal completion
• Define next Scene
• Roll for Random Events during the
Campaign Turn
2| Starting with an Adventure
After finishing her Adventure, Sam has to make
Sam is currently reading a fantasy novel with a the choice whether to turn the narrative into a
detailed magic system that has sparked her Campaign or to keep it as a Oneshot and end
imagination. Her RPG ruleset of choice has a things here.
custom spell creation system that could allow
for magic similar to the novel. She decides to use During the Adventure, her PC uncovered several
one of the chapters in the book as a starting clues as to the possible reason for her mentor's
Adventure Hook. In it, the mentor of the death. Everything points to a scholastic rivalry
protagonist died suddenly and under mysterious with another professor at the magical university
circumstances. He left his entire laboratory to but she wasn't able to find out who exactly. This
the protagonist, who is now looking through the strikes Sam as an unsatisfying end to the story
notes and experiments to find clues concerning so she decides to turn it into a Campaign.
his mentor's death.
Her Campaign Turn Log has several Adventure
Sam has no idea what she is going to find in that Hooks that were generated during the first
laboratory and where the overall narrative is Adventure, but Sam also wants to explore the
going to lead. It could be about avenging a magic system of the novel that provided the
murder, finishing a dangerous experiment, a original inspiration. She settles on an
horror mystery, or anything in between. Because alternating narrative that switches between
of the numerous possibilities, she ignores the magical mystery and ordinary university life.
Campaign Log for now and starts by filling out After each Adventure that follows a clue, she
would play an Adventure that focuses on magical
the Adventure Log instead.
research, studies, and social life at the
university. This should provide plenty of room to
The Adventure Log
All of the details are already defined by the book play with the magic system, while also solving
chapter so Sam simply notes them down on the the mystery of her mentor's death.
sheet.
The Campaign Log
Premise: Balance life at university, while also
Initial Goal: Find out why my Mentor died.
solving the mystery of my mentor's death.
Quest Giver: The Player Character herself
Length: Normal (1d5+3) 6 Adventures
Quest Reason: Curiosity and a sense of duty.
Scope: Narrow
Quest Location: The mentor's laboratory
Stakes: Unknown
Sam wants to capture the atmosphere of the Theme: Academical
novel by writing her notes as if they were diary
entries of her Player Character. Any mechanics- Before diving into the second Adventure, Sam
related notes, she will keep on a separate piece goes through the steps that are usually
of paper. She also dims the lights and adorns her completed before and after playing the first
desk with several large candles. A music playlist Adventure. She updates the Background and
of her favorite mystery soundtracks is already Active Lists and plays through a Campaign Turn.
playing.
Sam defines the first Scene and plays through to
the end of the Adventure (see example 1 for
Scene setup explanation).
37
3| Starting with a Player Character
Janet wants every Adventure to be a separate
Janet is fascinated by the medical technology of patient her character has to heal. An overarching
the 17th and 18th centuries. The battle between narrative may very well develop, but it isn't
superstition and science provides endless something that she is going to focus on.
narrative opportunities and she wants to
explore them through the eyes of a doctor that She starts by rolling for a patient on the Quest
travels around the French countryside. She also Giver/NPC table. The sickness itself, she will
wants to randomly roll up typical diseases and only generate once her character has the chance
afflictions, and then research era-appropriate to examine the patient.
treatment methods.
The Adventure Log
Her game collection doesn't include a ruleset for Quest: Heal the patient.
that specific scenario so she decides to use a Giver: Hermit
generic skill-based system that is easy to adapt. Reason: Desire to help and learn.
Most importantly, she adds a more granular Location: Secluded Homestead
separation of medical skills than the usual RPGs
provide. This is going to be the major focus of Janet fills out the Active Lists and starts the
Adventure by defining the first Scene.
her Campaign after all.
After character creation, Janet takes out the
Campaign Log and uses the Book of Tables to
generate the premise. She wants to use this
Campaign to explore the inner thoughts and
struggles of a medical professional of that time
so she picks the 'Self Reflection' archetype on
the Campaign Premise table. The parameters,
she picks according to the kind of story she
wants to explore.
4| Randomizing Everything
Daniel likes to explore a large variety of different
settings and playstyles. He is up to play pretty
much any Campaign so he decides to leave it all
up to the dice. The RPG ruleset he is going to use
will depend on the generated Campaign.
The Campaign Log
Premise: Naval (Long Range Merchant)
Length: Normal (1d5 +3) 4 Adventures
Scope: Personal
Stakes: Extreme
Theme: Political
The Campaign Log
Premise: Seeking Purpose
Length: Life Story
Scope: Personal
Stakes: Low
Theme: Medical
The first thing that comes to Daniel's mind is a
Initial Goal: Find purpose in life by healing the secret diplomatic mission under the guise of a
sick and wounded.
trade expedition. Failure or discovery of said
mission would lead to a costly war that is to be
This is already enough for Janet to get a clear avoided at all costs. A long and treacherous
picture of the Campaign. She could generate journey awaits.
more details about the area, the people, and the
factions, but she is mostly interested in the This sort of Campaign could be played in a
internal struggles of her player character. variety of settings so Daniel makes a short
Instead, she continues by generating the first random table and rolls on it. 'Post-Apocalypse' is
Adventure.
the result, which makes him pick a ruleset with
detailed vehicle, weather, and travel rules in that
genre.
38
Campaign Log
Player Character(s):
Campaign Name:
Parameters
Premise
Initial Campaign Goal
Milestones & Changes
Length:
Scope:
Stakes:
Theme:
Adventures
Quest:
Quest:
Quest:
Quest:
Giver:
Giver:
Giver:
Giver:
Reason:
Reason:
Reason:
Reason:
Location:
Location:
Location:
Location:
Summary:
Summary:
Summary:
Summary:
Outcome:
Outcome:
Outcome:
Outcome:
Quest:
Quest:
Quest:
Quest:
Giver:
Giver:
Giver:
Giver:
Reason:
Reason:
Reason:
Reason:
Location:
Location:
Location:
Location:
Summary:
Summary:
Summary:
Summary:
Outcome:
Outcome:
Outcome:
Outcome:
Background Characters
Background Factions
Background Locations
1
1
1
2
2
2
3
3
3
4
4
4
5
5
5
6
6
6
7
7
7
8
8
8
9
9
9
10
10
10
Notes
Adventure Log
Player Character(s):
Campaign Name:
Initial Adventure Goal
Adventure Summary
Milestones & Changes
Scenes
Transition:
Transition:
Transition:
Transition:
Location:
Goal:
Location:
Goal:
Location:
Goal:
Location:
Goal:
Start:
Summary:
Start:
Summary:
Start:
Summary:
Start:
Summary:
Goal Outcome and Modifier
Goal Outcome and Modifier
Goal Outcome and Modifier
Goal Outcome and Modifier
Transition:
Transition:
Transition:
Transition:
Location:
Goal:
Location:
Goal:
Location:
Goal:
Location:
Goal:
Start:
Summary:
Start:
Summary:
Start:
Summary:
Start:
Summary:
Goal Outcome and Modifier
Goal Outcome and Modifier
Goal Outcome and Modifier
Goal Outcome and Modifier
Active Characters
Active Factions
Active Locations
Active Goals
1
1
1
1
2
2
2
2
3
3
3
3
4
4
4
4
5
5
5
5
6
6
6
6
7
7
7
7
8
8
8
8
9
9
9
9
10
10
10
10
Transition:
Transition:
Transition:
Transition:
Location:
Goal:
Location:
Goal:
Location:
Goal:
Location:
Goal:
Start:
Summary:
Start:
Summary:
Start:
Summary:
Start:
Summary:
Goal Outcome and Modifier
Goal Outcome and Modifier
Goal Outcome and Modifier
Goal Outcome and Modifier
Transition:
Transition:
Transition:
Transition:
Location:
Goal:
Location:
Goal:
Location:
Goal:
Location:
Goal:
Start:
Summary:
Start:
Summary:
Start:
Summary:
Start:
Summary:
Goal Outcome and Modifier
Goal Outcome and Modifier
Goal Outcome and Modifier
Goal Outcome and Modifier
Transition:
Transition:
Transition:
Transition:
Location:
Goal:
Location:
Goal:
Location:
Goal:
Location:
Goal:
Start:
Summary:
Start:
Summary:
Start:
Summary:
Start:
Summary:
Goal Outcome and Modifier
Goal Outcome and Modifier
Goal Outcome and Modifier
Goal Outcome and Modifier
Transition:
Transition:
Transition:
Transition:
Location:
Goal:
Location:
Goal:
Location:
Goal:
Location:
Goal:
Start:
Summary:
Start:
Summary:
Start:
Summary:
Start:
Summary:
Goal Outcome and Modifier
Goal Outcome and Modifier
Goal Outcome and Modifier
Goal Outcome and Modifier
Transition:
Transition:
Transition:
Transition:
Location:
Goal:
Location:
Goal:
Location:
Goal:
Location:
Goal:
Start:
Summary:
Start:
Summary:
Start:
Summary:
Start:
Summary:
Goal Outcome and Modifier
Goal Outcome and Modifier
Goal Outcome and Modifier
Goal Outcome and Modifier
Campaign Turn Log
Campaign Name:
Downtime Activities
Possible Adventure Hooks
Events
Target:
Category:
Prompt:
Target:
Category:
Prompt:
Target:
Category:
Prompt:
Target:
Category:
Prompt:
Summary:
Summary:
Summary:
Summary:
Target:
Category:
Prompt:
Target:
Category:
Prompt:
Target:
Category:
Prompt:
Target:
Category:
Prompt:
Summary:
Summary:
Summary:
Summary:
Target:
Category:
Prompt:
Target:
Category:
Prompt:
Target:
Category:
Prompt:
Target:
Category:
Prompt:
Summary:
Summary:
Summary:
Summary:
Target:
Category:
Prompt:
Target:
Category:
Prompt:
Target:
Category:
Prompt:
Target:
Category:
Prompt:
Summary:
Summary:
Summary:
Summary:
Campaign Generation
Quick Reference
Pick the most fitting parameters if you already have a
Adventure Generation
1. Choose or generate an Adventure Hook
specific premise in mind. Otherwise, roll for them.
a. Roll for Quest Type (p.16)
b. Roll for Quest Giver (p.25)
1. Length
c. Use Approach/Intent/Theme oracle to
The Scene Transition Modifier gets updated between
Adventures and changes depending on the Adventure
Goal outcome.
1 - Oneshot (1 Adventure)
No modifier
2 - Short (1d5 Adventures)
Goal achieved -20 | Goal failed +20
3 - Normal (1d5+3 Adventures)
Goal achieved -10 | Goal failed +10
4 - Long (1d5+6 Adventures)
Goal achieved -5 | Goal failed +5
5 - Life Story (ends after modifier reaches 100)
Start with -100 modifier
Increase by 1d100 after each Adventure
2. Scope
generate the Quest Reason (p.14)
d. Write down the rough location where
the Adventure is going to take place
2. Fill the Active Lists with relevant entries
(remember the minimum set by the Campaign Scope)
Core Gameplay Loop
1. Define the Scene
• Location: Where does the Scene take place?
• Goal: What is your PC trying to accomplish during
this Scene?
• Start: What is your PC doing at the start of the Scene?
2. Scene Transition?
• Roll on the transition table (once per column) and
add any relevant modifiers.
Scope affects the minimum number of Adventure Log
entries and Campaign Turn Random Events.
• Ask an oracle if the transition isn't obvious or if you
1 - Personal | 4 characters
• Adapt the Scene as necessary
2 - Narrow | 2 characters, 2 local factions
want further details.
3. Play out the Scene
3 - Unknown | 1 character, 1 local faction, 1 global faction
• Follow the rules of your chosen game system.
4 - Wide | 1 local faction, 2 global factions
• Play until the Scene comes to a logical conclusion,
5 - Universal | 3 global factions
3. Stakes
Modifier to Campaign Turn Random Event roll
which usually means the completion or failure of the
Scene Goal.
• Update the Adventure Log with any relevant changes.
4. Check your Scene Goal
1 - Minimal | -20
• Goal achieved: -15 to Scene Transition
2 - Low | -10
• Goal positively altered: -5 to Scene Transition
3 - Unknown | no modifier
• Goal unchanged: no modifier
4 - High | +10
• Goal negatively altered: +5 to Scene Transition
5 - Extreme | +20
• Goal failed: +15 to Scene Transition
1d100
Scene Transition
1 ­ 10
Positive Replacement
Adventure Goal
11 ­ 20
Positive Alteration
Quest Giver
3 - Crime
21 ­ 30
Positive Interruption
Player Character
4 - Espionage
31 ­ 35
Random Event
Faction
5 - Horror
36 ­ 55
Expected Scene
Character
6 - Military
56 ­ 64
Expected Scene
New Character
7 - Mystery
65 ­ 70
Random Event
Location
8 - Political
71 ­ 80
Negative Interruption
Scene Goal
9 - Romance
81 ­ 90
Negative Alteration
Quest Target
10 - Survival
91­100
Negative Replacement
Campaign Goal
4. Theme (optional)
1 - Roll twice and combine
2 - Comedy
Focus
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