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 28 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 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 1 2 3 4 5 Conflict Environment Health Technology / Magic Ideology 6 7 8 9 10 Entertainment Goals Assets Culture Vocation 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 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 29 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 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 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 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 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 30 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 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 Ideology 1D50 Entertainment 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 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 31 Campaign Turn - Random Events 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 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 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 32 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 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 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 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 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