Sunday 14 February 2021

d6 Demiurge, Part 3: NPCs and The Party.

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 and tables for running the environment can be found here: http://lizardmandiaries.blogspot.com/2021/02/d6-demiurge-part-2-environment.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 NPC Turn: 

NPC Turn: Keep a list of 2 - 4 of the most important active entities pertinent to the lives of the PCs (be they guards, leaders, monsters, beasts, sentient gas clouds, etc). Make a note on whether these are Friends or Foes (perhaps deriving this from a random reaction roll). NPCs may be nearby or far away - if they can have an impact on the lives of the PCs it is worth tracking them and seeing the actions they take during their turn. A NPC may be a group of beings, or a specific leader of a group of beings, or an individual.

Making a note on whether the NPC is particularly  Engaged or Disinterested in the PCs is suggested. 

Outside of combat, roll on the following tables for each NPC during the NPC turn. They will attempt to take the action they roll (use the NPC success/failure tables to see how well they go with said action). 

NPC Random Reaction Table: Use this table when the PCs encounter a new NPC and their attitude towards the PCs is not known. You can also use this table to determine the relation ship between an NPC and another NPC/NPC group. 


  1. Calmly and serenely…

  2. Cooly and aloofly…  

  3. Rudely and impatiently…

  4. Friendly and gregariously…  

  5. Mockingly and derisively… 

  6. Violently and furiously… 

  1. Eager to assist.

  2. Willing to assist.

  3. Open to discussion.

  4. Looking for an argument.

  5. Wanting to attack.

  6. Preparing to attack.



NPC Action Table: Roll on the following table to find out what Friend or Foe NPC’s attempts do in their turn. If a Friend is Engaged, roll two d6 and use the lowest result. If a Foe is Engaged, roll two d6 and use the highest result. If a friend is Disinterested roll two d6 and use the highest result. If a Foe is Disinterested roll two d6 and use the lowest result. . 


Friend Action Table:


  1. Move closer to PCs/Help if close enough.

  2. Deploy a boon to assist the PCs. 

  3. Open a dialogue with the PCs, finding out their needs and wants. 

  4. Prepare (roll again on this table to find out what they will be doing at an advantage next turn). 

  5. Remove a bane besetting the PCs. 

  6. Move away from PCs/ Disappear if distant enough.  



Foe Action Table 


  1. Move away  from PCs/Retreat if distant enough. 

  2. Deploy a bane to beset the PCs. 

  3. Taunt the PCs or demand from them a ransom. 

  4. Prepare (roll again on this table to find out what they will be doing at an advantage next turn). 

  5. Destroy a boon assisting the PCs. 

  6. Move closer to PCs/Attack if close enough.



Help Table: Roll on this table to determine the type of help an NPC provides to the PCs. 


  1. Attempt to hide/remain hidden and provide assistance from afar. 

  2. Help from afar, but in full view of others. 

  3. Help by attempting to remove distant dangers to the PCs. 

  4. Help by attempting to remove nearby dangers to the PCs. 

  5. Help by accompanying the PCs for an extended period, employing their skills as needed.

  6. Help by accompanying the PCs for a short period, employing their skills as needed. 


Attack Table: Roll on this table to determine in what way the NPC attacks the PCs. 


  1. Attempt to hide, and send ranged attacks. 

  2. Attack from using ranged attacks.

  3. Focus on defending, only attacking when they can with impunity. 

  4. Focus on defending, melee  attacking when an opening occurs. 

  5. Controlled, sensible and intelligent melee attacks. 

  6. Wild, out of control melee attacks. 



NPC Success/failure Table: When an NPC attempts an action, reflect on their potential abilities and roll on the following table to see if they achieve access or not. If unsure, consult the Yes/No table. If an NPC is particularly Competent in the thing they are attempting, roll two d6 and use the highest result. If an NPC is particularly Incompetent roll two d6 and use the lowest result.     


Chance of Success or Skill Level 

D6 roll results that grant success. 

Impossible 

Don’t roll, they will never be able to do it! 

1 in 6, Very unlikely, Totally unskilled

6

2 in 6, Somewhat likely, A little training/skill 

5,6

3 in 6, Likely, Competent in training/skill 

4,5,6

4 in 6, Quite likely, Well trained/skilled. 

3,4,5,6

5 in 6, incredibly likely, An expert/very talented 

2,3,4,5,6

6 in 6, perfection, success is guaranteed 

Don't roll, they’ve already done it! 


The PC Turn: 

Outside of combat each PC can attempt an action appropriate to their skills, ability and equipment.

They can also move an appropriate distance considering their mobility and the environment they are in.

Resolve the success or failure of the PCs action using the system you are playing with

and then consult the table below for the outcome of that success/failure.

PC Success/Failure Tables: Either consult the tables below to gauge the outcome of the PCs attempt at an action or roll on it you want the result to be random. If determined randomly, If the attempted action was Low stakes roll two d6 and use the lowest result. If the attempted action was High stakes roll two d6 and use the highest result. 

Success, Passed by X: 


1. 1 - 20% Desired outcome is just barely, and temporarily, achieved. 

2. 21 - 40% Desired outcome is just barely achieved. 

3. 41 - 60%Desired outcome is confidently achieved. 

4. 61 - 80% Desired outcome is achieved with overwhelming benefit to PC.

5/6.81 - 100% Desired outcome is achieved with overwhelming and long lasting benefit to PC and allies.

Failure, Failed by X: 


1. 1 - 20% An embarrassing minor set back. 

2. 21 - 40% A potentially dangerous negative outcome. 

3. 41 - 60% An immediately dangerous negative outcome. 

4. 61 - 80% Catastrophic negative outcome to PC. 

5/6. 81 - 100% Catastrophic negative outcome to PC and allies.




4 comments:

  1. Great! Just bought the whole Demiurge set at Drivethru. To be used in a narrative campaign of Warhammer :)

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    Replies
    1. Oh very cool! I hope it serves you well. I got some updates coming to it in the near future too. Enjoy that campaign.

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    2. It works well. I especially like the environment - npc - pc structure. I make tokens during the game to track active boons and banes, as they are referenced by the rules.

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    3. Good to hear. I felt quite harried by the environment and NPCs in the times I've played. The world is always coming to get you.

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