Designing Events in Free-Style Play Concepts A. Traits B. Task Resolution C. Skills D. Wounds E. Combat F. Quick & Dirty G. Magic H. Ignobles I. Advancement J. Missions K. Encounters L. Digressions K. Encounter Tables By flipping cards the referee can go one step further. Players with or without the referee can generate a continuing adventure. The cards will show when the Rival takes action (Jacks or Knaves), when the Patron comes to request info or gives more aid (Queens), when other important NPCs become involved in the plot (Kings), and how the mission evolves through a story. Each flip is not just one in fifty-three (or seventy-eight for a Tarot deck). The order the cards are flipped determines what type of encounters are generated. Encounters generate all the events and options of play Mission Events, Personal Events, Campaign Events, Secondary Encounters, etc. Encounters are further detailed by story setting with the categories in the books fleshed with examples. You won't find the encounter tables to be a mere listing of species. No meet twenty Orcs or collide with an Asteroid, the encounters add to the free-style story-telling and like magic no two should ever be exactly alike. Use the Vox Populii to ask a question or offer a comment. More Games
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