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Thank you for commenting! I appreciate the appraisal.

The die roll is intended more as a guideline than anything. Even with foreplanning, it's always possible for gamemasters to get caught up in the moment and be uncertain of where to direct the narrative, and I wanted to help ensure that they have a backup to rely on if that happened. Skill checks are still the most important part of any action's outcome (the event roll for an action might get a player into a fight, for instance, but the subsequent Combat skill check is what determines whether they get away unscathed or end up dead); you could think of the event die roll as a sort of preemptive Luck check to decide whether those skill checks will even be needed.

If a gamemaster has everything planned out in advance, they're of course welcome to ignore this roll and lead the story themself - it's just a way for an uncertain narrator to make a snap decision about what to throw at their players next.