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Generating Travel Events for Outlands
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Generating Travel Events for Outlands

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Generating Travel Events for Outlands

This is an update of the Encounters Fantasy Scenarios published when Grunge was cool. The premise is very much the same, yet the material has been adapted for Chronicles of the Outlands. A Tarot Deck is used to generate the action from right after a quest is started, up to the climax challenges. There are also guidelines for handling events in the Epilog as the group returns home. The set makes solitaire role-play possible, as well as, having a moderating Ref playing along with his character.

The action unfolds with each new card flip creating a fresh pair using the previous card to generate a Mission Consequence encounter, a Personal Event, a Campaign event or a Mission Inconsequence Encounter. That last one is an event that occurs regardless of mission. It is not inconsequential to the quest; those situations would be ignored.

Can the system be used for your other favorite rpg? Maybe, but unlike the Quest Generation booklet that’s not as clear? Most other game systems rely on very scripted climax play; the GM has to put in some prep time. We don’t have a gamemaster; our systems employ a Referee.

With these Tarot Card mechanics, you may find most of the living and dying is done on the road before the Ref breaks out his dry erase battle grid. From what I’ve viewed on YouTube, the more vocal rpg critics do not like preliminary encounters being deadlier than the climax. I would agree, but I also like surprises on the way to stabbing the main rival somewhere on a hexagon floorplan.

Included herein are twenty new Quick and Dirty tables to add event driven action to resolve the following situations of mission inconsequence encounters:

Seas, Rivers and Coasts

Cup-Cup: Q&D Ploys of Speed and Potency

Cup-Rod: Q&D Reconnaissance Ashore

Cup-Coin: Q&D Recovery, Repairs and Resupply

Cup-Sword: Q&D Inconspicuous Acts for Gain

Rod-Rod: Q&D Disciplining Servitors

Rod-Coin: Q&D Ship’s Remediation

Rod-Sword: Q&D To Stalk and Quickly Kill

Coin-Coin: Q&D Mystical Scrutiny and Retaliation

Coin-Sword: Q&D Restoring Morale

Sword-Sword: Q&D Overcoming Challenges and Toils

Underworlds

Cup-Cup: Q&D Placating the Expedition Inquiry

Cup-Rod: Q&D Checking or Limiting Pointless Skirmish

Cup-Coin: Q&D Austerity, Improvisation and Salvage

Cup-Sword: Q&D Retreat to a Choke-Point or Designated Refuge

Rod-Rod: Q&D Circumventing Passage Obstacles

Rod-Coin: Q&D Mending and Recovery following Mishap

Rod-Sword: Q&D Avoiding Ambuscade and Lairs

Coin-Coin: Q&D Investigation and Excavation

Coin-Sword: Q&D Halting the Spread of Hysteria

Sword-Sword: Q&D Discord in the Ranks

Those familiar with Cutlass may wonder what happened to the event ranks? They’re there; these Q&D merely help resolve those Routine, Common, Informational, Infrequent, Agitated, Flukes, Rare and Catch-All events detailed under each Suit-Suit category encountered. Yes, it’s exhaustive, but not that complicated. You get lots of source material for a few bucks.

This booklet works as part of a campaign of High Fantasy. Included are two detailed encounter settings: Seas, River and Coasts, plus Underworlds. Chronicles of the Outlands uses both for proper play.

There is planned at least one more Setting booklet, certainly abbreviated without the instructions, just the encounters for travels cross country (off the longboat) and stopping over to carouse and supply at ports. Other skus may follow as subsets of various settings. Regardless, this booklet has the mechanics needed to flip card generate the adventure’s travel. They’re the same mechanics created long ago for Crimson Cutlass. I’ve yet to find better, even as I automate the process with code, rather than rift, shuffle and deal.

Don’t believe this style play is amazing? That’s your loss. Live in ignorance; many will never play a Better Game.

 

 
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Ron V December 08, 2018 4:04 pm UTC
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Grabbing my Mudhoney and Green River CDs and checking this out now!
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