I don’t remember where I got this idea from, but when I ran dungeons, before the overloaded encounter die, I used the tension jar. This overloaded overloaded encounter die made me think of this.
The original version of the tension die was this: When the company did something loud, risky or stupid I’d add a d6 to a jar. Every real time or game time ten minutes I’d roll all the dice and on a six there was an encounter.
I think it’d be fun to run this, but with a hazard dice:
Every the company did something loud, risky or stupid add a d6 to a jar. Every real time or game time ten minutes roll all the dice and look at the highest result.
- Nothing
- Omen
- Rest or exhaustion
- Deplete Resource
- Environmental effect
- Encounter
The chance of an encounter starts at 17% D increases by about 10% each additional dice in the jar. It doesn’t approach 100% for a long time, (~20 dice) however I suspect cumulative probabilities would make that moot.
The reason I like this is that it is theatre, more than that this is any better probabilistically. It’s not. It’s a little meaner. But hearing them jump when you signal the end of a turn with a shaking jar, or wince when they shove open a jar or begin to discuss their plans too loudly. That’s juicy, and dungeons are supposed to be never-wracking danger puzzles.
17th February, 2023
Idle Cartulary