MiniGMCompanion v0.2
MiniGMCompanion v0.2
What is This
Director, referee, narrator – being a GM can be challenging. This booklet simulates some
things a GM would do or think of in their three roles. It does not fully replace a GM, but
offloads some work. It allows fully solo play, cooperative play with no designated GM, or
helps a traditional GM in play.
Dice Used
The dice used are two d10's for Yes/No. Roll both; the left die gives yes or no, while the
right die provides a possible modifier or interruption. d6 dice are used for everything else.
Oracles
Each table is an oracle, which gives prompts to answer questions that a player would ask
a GM, or that GMs would ask themselves. Here, oracles are random tables, and alternatives
include tarot cards, story cubes, or magic 8-balls. When you want to resolve a question,
reveal or discover something, or trigger an event: ask your question, then roll for an answer
prompt.
Inspirations
Ironsworn, Shawn Tomkin
Scarlet Heroes, Kevin Crawford
One Page Solo Engine, Karl Hendricks
Ask the Stars and Electric Bastionland, Chris McDowall
by Benji T • v0.2
Yes / No
Odds of Yes d10 d10
Almost Certain 2+
Not matched: Modifier
Extremely Likely 3+
1–2 But ...
Pretty Likely 4+
9–10 And ...
Somewhat Likely 5+
50 / 50 6+
Matched: Interjection
Somewhat Unlikely 7+
1–5 Story Move: Pacing
Pretty Unlikely 8+
6–10 Story Move: Twist
Extremely Unlikely 9+
Almost Impossible 10
Degree Challenge
d6 d6
Not at all / Slightly / Troublesome / Easy /
1–2 1
Less than expected Weaker
Fairly / Quite / Dangerous / Standard /
3–4 2–3
About as expected Comparable
Very / Totally / Formidable / Difficult /
5–6 4–5
More than expected Stronger
Extreme / Overwhelming /
6
Much stronger
Time Distance
d6 Urgent Endeavour d6 Near Far
1 A few hours A week 1 Within reach In building
2–3 By dusk/dawn Two weeks 2–3 In room In community
4–5 1-2 days A month 4–5 1-2 rooms away Day’s journey
6 A week A season 6 In building Week’s ride
Luck
Randomness that doesn’t fit typical PC actions and tests.
d6 Pacing d6 Change
1 NPC takes action 1 Danger / Hazard
2 Put someone in a spot 2 Encounter / Meeting
3 Reveal a new detail 3 Clue / Trail
4 Advance a thread 4 Resources / Energy
5 Foreshadow trouble 5 Environment / Situation
6 Random event 6 Discovery / Find
d6 Twist d6 Consequence
1 An assumption was wrong 1 Face harm, stress, or loss
2 Something fails or is lost 2 Unintended effects
3 A relationship changes 3 Someone is threatened
4 A secret is revealed 4 Foe takes advantage to act
5 It’s a diversion or it’s too late 5 A complication worsens
6 Good or bad coincidence 6 New complication develops
Motif
Roll one, one from each set, or multiples in one set. Mix and match.