Designing Events in Free-Style Play
Concepts
A. Traits
B. Task Resolution
C. Skills
D. Wounds
E. Combat
F. Quick & Dirty
G. Magic
H. Ignobles
I. Advancement
J. Missions
K. Encounters
L. Digressions
K. Encounter Tables
By flipping cards the referee can go one step further. Players with or without the referee can
generate a continuing adventure. The cards will show when the Rival takes action (Jacks or Knaves),
when the Patron comes to request info or gives more aid (Queens), when other important NPCs become
involved in the plot (Kings), and how the mission evolves through a story. Each flip is not just one
in fifty-three (or seventy-eight for a Tarot deck). The order the cards are flipped determines what
type of encounters are generated. Encounters generate all the events and options of play – Mission
Events, Personal Events, Campaign Events, Secondary Encounters, etc. Encounters are further detailed
by story setting with the categories in the books fleshed with examples. You won't find the
encounter tables to be a mere listing of species. No meet twenty Orcs or collide with an Asteroid,
the encounters add to the free-style story-telling and like magic no two should ever be exactly
alike.
Use the Vox Populii to ask a question or offer a comment.
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