Advanced Rules
  • Introduction
  • Solo and Wardenless Play
    • Solo and Wardenless Procedure
    • Accessible Maps
    • Dynamic Tables
    • Cooperative Narrative Dice Pools
    • Encounter Dice AI
    • Contractor Personalities
    • Oracle
    • Gamebook Pocket Mod
  • Character Classes
    • Custom Classes
    • RV Games Pack
    • Galactic Gong Farmer
    • Alternate Classes From the Hecate Sector
    • Psions and Psionics
  • Design Sequences
    • Drugs
    • Artificial Intelligence
    • Cybermods
    • Robotics
    • Slickware
    • G.O.B.L.I.N. (Gremlin's OGRE Basics: Living in Neuralware)
  • House Rules
    • Debt
    • Mini-Ships
    • Streamlined Downtime
    • Social Rolls
    • Surgery
    • Stacking
    • Degrading Armor
    • Wound Only Play
    • Alternate Skill System
    • Alternate Tables
    • Ultimate Badass
  • LICENSE
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  • Table Entries
  • Example
  • Designer Considerations
  1. Solo and Wardenless Play

Dynamic Tables

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Last updated 11 months ago

Dynamic Tables in Advanced Rules are a kind of overloaded encounter combined with a turn . This automation allows a dungeon to run itself in a dynamic way, so that surprises can still crop up, even while playing Wardenless or solo.

Table Entries

A Dynamic Table takes the form of a d30 table. Each time a character enters a new room, you roll on the dynamic table. This roll is d20 + the turn number, which can be tracked using a d10. When you start the counter is at 0 and your only choices on the table will be entries 1-20. When you max out the turn counter at 10, your only choices are for entries 11-30. This sets the pacing for a dungeon.

The entries in a Dynamic Table usually do one of the following things:

  • Generate Stress

  • Spawn encounters

  • Force Panic Checks

  • Increase the Turn Counter

  • Indicate an item hidden in the room

  • Provide a place to rest and recover Stress

  • Give clues

When writing your own modules, where on the table you place certain results affects when they show up.

If you don't place any encounters early in the table, you ensure that the early turns of the game will be a quiet and tense escalation towards violence. By adjusting the frequency and order of the results in the table, you can change how the dungeon plays.

Example

This is an example of a Dynamic Table from The Progeny (2023) by Violet Ballard and published by RV Games. The Progeny uses a simplified Panic Engine hack that uses damage. In this module, RAGE is used instead of the turn counter to increment the table.

d20 + RAGE
Encounter

1

DOORS CLOSE & LOCK: +1 Stress, Fear Save.

2

LIGHTS GO OUT: +1 Stress, Fear Save. Lights Off.

3

TRAUMA FLASHBACK: +1 Stress, Sanity Save, +1 RAGE.

4

SHRIEKING SOUNDS: +1 Stress, Fear Save.

5

MAMA IN YOUR BRAIN: +1 Stress, Sanity Save, +2 RAGE.

6-7

MOMENT OF CALM: -d3 Stress.

8

MED PACK: 1 Use. Removes 1 Wound.

9

STIM PACK: 1 Use. For d3 Turns Actions [+], Saves [-].

10

ANTI-ANXIETY MEDS: 1 Use. -d3 Stress.

11-12

BREATHER: -1 Stress.

13

STUN BATON: Near, 1 Wound. Target cannot move next Turn.

14

NET GUN: Close. Any in target Area cannot move for d3 turns

15

FOAM GUN: Adjacent. Target cannot move for d3 Turns

16-17

SECOND WIND: -1 Stress.

18

PISTOL: Close, 1 Wound.

19

SHOTGUN: Near, 2 Wounds.

20

RIFLE: Long, 1 Wounds.

21

FLAMETHROWER: Close. 1 Wound to any in Area, followed by 1 Wound next Turn.

22-23

WILL TO LIVE: -d3 Stress

24-25

1 BABY APPEARS, roll for LOCATION. PANIC!

26-27

2 BABIES APPEAR, roll for LOCATION. PANIC!

28-29

d3+1 BABIES APPEAR, roll for LOCATION. PANIC!

30

FRAG GRENADE: Close, 2 Wounds to any Near.

Designer Considerations

Designing a module that includes a Dynamic Table gives Wardens a really clear picture of how you envision the scenario playing out without being too prescriptive. Even if they don't use the procedure as written, they have a very clear picture of the pacing and the types of things that might happen during play. It can let them know where creatures spawn, if they should spawn in the same room as the PCs, or if they are spawned randomly as a wandering monster. You're able to make your intent clear without being heavy handed.

Wound Only