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goblinpunch made this great blogpost that featured in Knock! #4. I redesigned it for a d6 and rewrote them each to have 4 outcomes. I have this on the inside of my GM screen when running Knave to replace the standard d12 reaction table. I've not yet rolled a d8 to determine disposition, I choose whatever makes sense for the character. But maybe you will!
1. Benevolent
1     Shun. If you don’t leave, they’ll leave. Reason: disgust / fear / dislike / you are bad.
2-3Â Curious but guarded. Riddle talk / trades information.
4-5 Small assistance. Limited in duration and degree. Shares information. Asks questions.
6Â Â Â Â Â Large assistance. Trusting, conversational. May ask to join the party.Â
2. Neutral
1     Attack. Reason: protecting something / desperation / honor / mistaken identity.
2-3Â Try to avoid or ignore you. Reason: busy / scared / suspicious / annoyed.
4-5Â Parley. They want: information / assistance / supplies / employment.
6     Small assistance. Limited in duration and degree. Shares information. Asks questions.
3. Hostile
1Â Â Â Â Â Attack, with strong motivation to kill. Reason: commanded / hates you / desperate / no witnesses.
2-3Â Attack, aiming to kill / capture. If you seem far too strong: Flee and regroup / reinforce.
4-5 Â Attack, aiming to rob / drive off. If you seem far too strong: flee.
6Â Â Â Â Â Guarded parley: insult / threaten / command / deceive. Reasons: tired / scared / disgruntled / wounded.
4. Merchant
1Â Â Â Â Â Will try to cheat you.
2-3Â Will only try to cheat you a little.Â
4-5Â Unmotivated. Standard prices.
6     Discounts! Limited time only. Reason: desperate / they like you / common enemy.
5. Guardian
1Â Â Â Â Â Attack, pursue further than normal.
2-3Â Attempt to drive you off, attacking if you don't.
4-5 Attempt to drive you off, but won’t attack if you don't intrude further.
6     Warn off then observe calmly. Will fight to defend what it’s guarding.
6. Hungry
1Â Â Â Â Â Attack. Ravenous, near starving.
2-3 Attack if party seems weak or hostile. Possible chance for retreat.
4-5Â Targets foodstuff near party or in their bags, avoids combat.
6     Not hungry right now–but will be soon. If approached: may flee or attack.
7. Greedy
1Â Â Â Â Â Attack if you seem weak, steal if you seem dumb, beg otherwise.
2-3Â Steal if you seem dumb, or else beg.
4-5Â Focuses on hiding / protecting its own treasure from the party.
6Â Â Â Â Â Tries to strike up a fair bargain.
8. Militant
1     Attack. Reason: protecting something / desperation / honor / mistaken identity.
2-3 Hostile parley. Will attack unless you: leave immediately / surrender money / surrender.
4-5Â Parley. They want: information / assistance / supplies / employment.
6Â Â Â Â Â Â Â Â Â Offer protection, try to recruit party into mission / gang / society / army.
Roll-A-Rebellion: Some roll-tables to help you create a planet where you can roleplay your very own rebellion a la ANDOR.
Probably compatible with Age of Rebellion, A Sunless Space, Comrades or Rebel Scum.
You can find the roll-tables at Google Sheets, by clicking on the link below.
Link
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So one of my favorite things about the Explorer’s Guide is the Heroic Chronicle, bc sometimes I just like rolling for everything. I was kind of bummed that Tal’Dorei Reborn doesn’t have something similar so I may have made my own (for picking a place to be from) The math is kind of wonky probably, but I think it’s serviceable. Right now it’s just in my handwriting but I can type it up later if anyone wants it more legible.
I only used areas that had a listed population, which I’m pretty sure is what they did in the Explorer’s Guide.
Note that New O’Noa is under “Ruins of O’Noa (New O’Noa)” in the book
The only place in the Alabaster Sierras that has a population listed is Whitestone so it doesn’t get a second role table.
Welcome to Part 1 of my 'Roll Tables' series! This one is content-lite, but join me next time when I'll be talking about what makes a good roll table, what m...
Woah hey look! I made a video about Roll Tables, sort of. Check it out, it’s an easy watch, and not very content heavy.
Something that seems to happen all too often in my games is an unforeseen lull in the action or the story progression. Sometimes the best way to fix that is to come up with something on the fly to change things up. I struggle to come up with reasons after many times of this happening, so I created a roll table to mix things up in a random way. Whenever you get to a point in a session and have the thought “This is getting stale... something needs to change”, just roll on this table to throw a wrench into things.
Weather increases problems
The quest must be completed without killing anyone
An old ally is now working against them
A certain item must also be acquired
An ancient artifact is now involved
A main character involved in the quest, run into problems
A separate quest is created from the problem
Surrounding wildlife/villagers is beginning to change
Heavy migrations of creatures/people.
Another party/group/etc attempts to resolve the event, and is captured, and in need of rescuing.
Another party has begun searching for a McGuffin associated with the event, and the party is racing against them.
The location of the event has been moved or fortified, but this information is not disclosed to the PCs.
The reward for completion of the event has been lowered due to 3rd parties bidding on the job
A natural disaster has occurred, making completion of the event more difficult.
Local government gets involved, adding a layer of red tape to the event.
A red herring is introduced.
Prices for supplies for the adventure have gone up due to a decrease in supply, or increase in demand
The antagonist has gained in strength
The antagonist has had more time to prepare for the arrival of the PCs. Add or improve traps.
An important McGuffin has been sold, and must be tracked down before the quest can be completed.