Wednesday, 3 February 2021

d6 Demiurge, Part 2: The Environment.

Edit: The whole d6 demiurge is available as a PWYW Pdf at DriveThru RPG: https://www.drivethrurpg.com/product/347048/The-d6-Demiurge-Protocols-for-Solo-Play

I'm working on some simple d6 tables for running a solo/referee-less game (they should also be handly little referee tables for keeping the game chugging along with interesting stuff). Part 1, the Yes/No table, can be found here: https://lizardmandiaries.blogspot.com/2021/01/d6-demiurge-part-1-yesno.html

Part 3: https://lizardmandiaries.blogspot.com/2021/02/d6-demiurge-part-3-npcs-and-party.html

The following order is suggested for resolving changes and actions in the game reality outside of combat:

  1. Environment 
  2. NPCs 
  3. PCs 

In this order the PCs can react to any changes in the environment or actions taken by NPCs. 

If combat is occurring, resolve as per the game system you are using, but pause the fighting every d6 rounds to consult the Environment and NPC tables for any important changes to the situation. 

The Environment Turn: 

Keep a list of 2 - 4 of the most important aspects of the environment the PCs are in. These are things like, the weather, the local populace, a fire, the vegetation, etc. Each environment will have a different pertinent and important aspect that could cause harm or help the PCs. Making note on whether each of these aspects are Fair, Foul or Neutral can weight the way you roll the dice. Always roll two d6 for a Fair environmental aspect and use the lowest result. Always roll two d6 a Foul environmental aspect and use the highest result. Roll as normal for a neutral Environmental aspect. 

For each Environmental aspect, roll on the following tables using a d6, noting any changes. 

The aspect of the Environment: 
  1. Improves. 
  2. Improves but, 
  3. Experiences no change. 
  4. Bornes a random encounter. 
  5. Worsens and, 
  6. Worsens. 
But table: 
  1. A distant and vague bane begins to materialise. 
  2. A boon begins to exhaust itself. 
  3. For only a limited amount of time. 
  4. There is a cost of the improvement to the mind. 
  5. There is a cost of the improvement to the body. 
  6. A boon is exhausted.
And table:
  1. A nearby boon appears. 
  2. A distant and vague boon begins to materialise. 
  3. A bane is destroyed. 
  4. A bane begins to exhaust itself. 
  5. A nearby bane also appears. 
  6. Will continue to rapidly worsen even more. 

Environmental Aspect Random Encounter Table: 


Roll and combine the results of the following tables to generate a NPC borne from a specific aspect of the environment. While the term “NPC” is used, the random encounter may not necessarily be a person/monster/beast, but could simply be an aspect of the environment that is no longer passive and has gained some amount of agency and action taking. Note the new NPC and roll for their actions in the NPC phase. 

Descriptor: 
  1. A lost/out of place 
  2. A dazed/confused 
  3. A hurt/disrepaired 
  4. An angry/upset  
  5. A very big
  6. A very small 
Thing: 
  1. Monster/beast 
  2. Inhabitant/person 
  3. Object/artifact 
  4. Phantom/spirit 
  5. Thought/emotion 
  6. Flora/architecture  
Action: 
  1. Hunting for sustenance.
  2. Escaping. 
  3. Bored and needing entertainment. 
  4. Protecting something. 
  5. Conducting a ritual. 
  6. Wild and out of control.


7 comments:

  1. Great. Always a pleasure to follow your work! This co-op/GM-less angle is particularly interesting.

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    Replies
    1. Thank you. I am trying to put together a smaller/simpler solo system as a lot of the other systems I've looked into are too verbose for me!

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  2. A question: Can you give an example of how to use thought/emotion? A dazed emotion conducting a ritual? What could that be..?

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    1. It would depend on the environment that the random encounter spawned from.

      In a jungle, maybe the party can hear some monsters chanting some horrific cry in the distance and this has spawned a palpable sense of dread and fear. They will have to actively resist/fight this emotion to avoid being stunned in place or driven back the way they came.

      In a dungeon, maybe the architect put a curse in place across the spiraling corridors that summons a confusing mind fog that affects those who explore said corridors. The party will have to resist the urge to compulsively check their maps, retrace their steps, etc.

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