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A very nice die drop for NPC motivations. Looks like you could get interesting ideas with just 2d6. (Click through to the blog post for a PDF.)

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Overland risk die exploration template

+ktrey parker talked me into adapting the yesterday's dungeon procedure to surface crawls. I'm going to test it tomorrow night I think. It's a good framework for the point crawl I had in mind.

I'm posting these all over the place since they belong in several collections. If you only follow this one, you might want to look at my profile for the rest.

EDIT this is how it works:

Prep work:
- Draw/use a map with at least 10 areas.
- Number them according to importance. This is important because you will roll the encounter risk die using the room numbers as a wandering monsters table.
- Populate. Use the words in grey as guidelines for the type of occupants or dangers. It's good to have even numbers so that you can roll the corresponding die for random encounters.
- Think of a cool event for when the dR is stepped down to nothing.
- Jot down a couple of ideas for unguarded resources or treasure.

- You start with an encounter die of dR12.
- Roll the dR on the table every time the characters spend time doing something, make noise, and enter empty areas.
- If you get an encounter, roll the dR again and use the area numbers. The PCs encounter a fraction of the place's occupants, or an effect of their presence. 

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Productive insomnia FTW!
(EDIT: updated with more rooms:

The map I shared earlier gave me an idea for dungeon design: using room descriptions as a risk die encounter table. Instead of further spoiling my players, I grabbed a map by +Dyson Logos and wrote this little gonzo adventure.

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French sounding name generators on +John Lang​​ 's website. This noble folks table features a character from one of my novels :)

Under les générateurs de noms here:

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Conditional encounters for diceless games (and beyond?)

Prepping for Diceless Dungeons on Saturday, I immediately wondered about random encounters. I consider a good wandering monsters table essential to old school exploration. A well designed table helps defining a wilderness or dungeon, informs players choices (the longer we spend in the catacombs, the more we're likely to run into the bone golem!), and creates unexpected fictional situations.

I didn't want to use a random table in a diceless game (how crass!), and neither did I want to just drop wandering monsters into the players lap. Diceless Dungeons is a rather unforgiving game, so that didn't seem fair.

So I came up with this idea: a table of encounters and events with conditional triggers. I divided the dungeon into smallish areas (the last one is just one room), and decided on conditions : the adventurers bring light, they make noise, they take food out of their backpacks, they use magic, they're not careful with fire. (These would depend on the dungeon obviously.)

During the game, this non-random table helped me decide what kind of danger the party risked facing. Afterwards, it struck me that it could be a dungeon design tool for any kind of game. Maybe adding an n-in-6 chance for every event, or even a sub table.

What do you think?

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A prime example of using random tables to build a world. Here, the tables are made using history books. (Via +Alex Schroeder​.)
I've finished my most ambitious project yet. Here are 5 d100 tables for generating Byzantine-type rulers, events, deaths, and wars.

Time to roll up some very plausible history.

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Walk-on table for exploring a dangerous forest

This may solve my issue with risk die tables for combined discoveries and encounters in the wilderness. It's a one roll affair, with over 50 results and increasing danger. It probably needs a few adjustments, and quite a bit of table testing, but it's a start. 

EDIT: Updated after today's tests, see comments.

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Here is a first stab at a simplified walk-on weather table.
Inspired by the work of +Daniel Sell and +David Perry, and the comments of +Luka Rejec. (See my previous post in this collection.)
Might be of interest to +Scrap Princess and +Sophia Brandt.

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Here's a very interesting concept for random tables by +Daniel Sell. Makes the brainjuice glands all drippy.

By way of +David Perry (see his version of the weather table here: and +John Payne.
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