Worldbuilding 101 - Part 25: Randomness
Now that we’ve got a variety of
monsters, plenty of people to interact with and fairly detailed geography for
our setting, we can start looking at other ways to integrate different story
types into the setting.
That means it’s time for random
encounter tables, because some people like to go into the wilderness for their
stories rather than remaining in towns and getting caught up in politics. I’ve
rearranged the basic location types for the setting, and have added a few more
terrain types. If I was going to get really obsessive regarding this, I’d add
in variants for the different districts in El Puerto de Isabella, maybe split
Traders Port into two charts, a few other terrain types…but that’s probably too
much for a simple game. Remember that if you’re game is only going to last for
a couple of sessions, most entries on these charts will never be encountered,
thus they won’t affect the story and you probably should be spending your time
on things that the characters will encounter. If your story is expecting to see
weekly sessions for a year or more, then this level of detail (and perhaps even
more detail) is justified.
I’m basically using the system I
described a few posts ago…
The basic system I’m thinking of has the GM drawing a minimum
of two cards (in safer areas extra cards
and discard the lower results), the highest card drawn determines whether an
incident occurs. The next highest card determines the type of incident, and severity
of the incident. Each type of location has its own chart (El Puerto de
Isabella, Trader’s Port (or large town), Kāinga Kākāriki (or native
town), Outpost (or small village), Ruins, Farmlands, Forest, Swampland, Beach,
Underground-Mines, Underground-Caves, etc.) Exploring these tables would be a
post on its own.
I’m adding to this idea a concept
where you travel across the map, making random encounter draws for every region
you cross. Each region would be assigned a number indicating the vague danger
of the area, if your highest card is above this number an event occurs, if it
is double this value then a heightened version of the event occurs, if the card
is triple this value then an extreme version of the event occurs…this might link
to the number of bandits that appear, the danger level of toxic plants, etc…you
could create different numbers for different types of effects, but that starts
getting really complicated. My aim at this stage is to just get the final bits
working so the setting can see some play. Regions also have typical creatures
associated with them, and often have specific factions controlling them, the
regularity of encountering these should be higher than the regularity of
encountering other story elements. Where there is some doubt about the type of
element that may appear in play, they will be determined by the suit drawn.
Hearts – The encounter
belongs to the dominant culture, signature monster type, or most common variant
found in this area.
Clubs – The encounter
belongs to the dominant culture, signature monster type, or most common variant
found in an adjacent area to this one.
Diamonds – The encounter
appears at first glance to belong to the dominant culture, signature monster
type, or most common variant found in this area, but there is something odd
about it.
Spades – The encounter
belongs to a type that isn’t typically found here. There’s probably a deeper
story involved here if you want to investigate.
In most cases I’m filling out the
encounter charts according to a simple pattern.
A (Mysterious Fragment of the Past)
2 (Notable Person/Creature from
this Location)
3 (Uncommon Environmental Effect)
4 (Common Environmental Effect)
5 (Something that specifically
furthers a medium term story goal)
6 (Something that specifically
furthers a short term story goal)
7 (Enforcers of this Location)
8 (Something Commonly Seen)
9 (Likely NPC Encounter)
10 (Likely Signature Event)
J (Unlikely NPC Encounter)
Q (Unlikely Signature Event)
K (Highly Unlikely Signature Event)
I specifically haven’t applied
game stats here because I’m trying to keep these world creation posts as system
agnostic as possible.
Urban (El Puerto de Isabella)
Urban (Trader’s Port (or large
town)
Urban (Kāinga Kākāriki (or native
town)
Urban (Outpost (or small
village)
Underground – Sewers (Only El
Puerto de Isabella and Trader’s Port)
Underground – Mines
Underground – Caves/Ruins
Ruins
Farmland
Jungle
Aquatic (Shallows)
Aquatic (Sea Surface)
Aquatic (Sea Depths)
Swamp
Other Wilderness
I’ll spend the next few posts
detailing these.
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