The Tension Jar

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.

  1. Nothing
  2. Omen
  3. Rest or exhaustion
  4. Deplete Resource
  5. Environmental effect
  6. 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

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