The web app is awesome. It deserves a feature to one-click copy a aection. It would be helpful for solo play as well as adventure prep.
TheGiftOfGabes
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Here’s another bit.
1 is always an encounter. The more lines you have on the Spark, the bigger or meaner the encounter.
Say
- Giant rabid rat
- Swarm of 1d6+1 rabid rats
- A sole plaguemonger, looking for vermin to infect
- Rat king, rabid, ravenous
- 1d6 plaguemongers + 1d6 obedient rabid rats
- The Rabid Mother, whose misery we shall know
So if I have a spark with 3 lines in and roll 1, I’ll find the spark plaguemonger.
If I fill the apark and roll 5, I get entry 5, but if I run 6 I get a surprise early encou ter with the dungeon tyrant, the Plague Mother.
The idea is to scaffold as much info in as few rolls as possible.
I hope it’s, clear, hit me up with questions :)
I thought of another use for sparks for games like cairn and so on
Consider the event table:
Now, we run the basic spark procedure as usual. Let’s name our Spark “Dungeon Events”
The difference is, every line I add, unlocks a event from the table. So at 1 I am going to get an encounter if I roll 1, but if I have 4 lines and roll 3, I get the entry number 3 from the table.
Now, what happens if I marked all 5 lines and roll a 6? I suppose some majour event such as encountering a BBEG or something.
I’ll test it and let you know how it went :)
I just read Lucas Rolim’s Mini BX, which uses a dice chain mechanic instead of tracking hp.
I figured the mechanic would work very well for brighter wrlds in a way that is both more intuitive and dangerous:
If you take damage to an ability, roll that ability die. If the damage goes over the result, step down the die size and roll the new die against the remaining damage. Keep at it until there is no damage left, or until you run out of ability dice.
Just as an interesting bit of trivia that not many people realize: the hero’s journey is a useful template for storytelling but it’s absolute BS that white dude pulled out of his hat and made every other story and myth retro-fit with every possible misogynistic undertone he could load into it :D
Regardless! I’m looking forward to having a read at this :)
I really like this system at core but there is a thing that occurred to me:
While magic is always perilous, using the same dice size for all boons and banes makes it a bit too arbitrary.
I would add or replace with this:
The player adds d8s to the pool while the facilitator/GM adds d4s to the pool. Keep the same targets: 1-2 trouble, 4+ effect. There is still a level of peril in the randomness of dice but now there is also a certain balance to the caster will and the magic’s danger.