0% found this document useful (0 votes)
30 views

MiniGMCompanion v0.2

This document provides an overview of a roleplaying game supplement called the Mini GM Companion. It is designed to help with solo or cooperative roleplaying by providing random tables that can answer questions and generate ideas, similar to things a game master might consider. The tables cover topics like yes/no questions, challenges, timeframes, and more.

Uploaded by

Pedro Gonçalves
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd
0% found this document useful (0 votes)
30 views

MiniGMCompanion v0.2

This document provides an overview of a roleplaying game supplement called the Mini GM Companion. It is designed to help with solo or cooperative roleplaying by providing random tables that can answer questions and generate ideas, similar to things a game master might consider. The tables cover topics like yes/no questions, challenges, timeframes, and more.

Uploaded by

Pedro Gonçalves
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd
You are on page 1/ 3

Mini GM Companion

A Tool for Solo and Cooperative Roleplaying

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.

Questions & Anwers


Good questions are both interesting and exploratory: an answer will lead to something
you are curious about, and answering it can bring further ideas
Any answer prompt requires interpretation. Use imagination and intuition. How does it
fit your setting, story, and/or themes? Is it literal or metaphorical? Is my direction clear or
should I add detail with another question/prompt? Following the truth of these two things,
what else is true?

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 Luck Rarity Encounter Behaviour

1 Crisis Wondrous Encounter Escalate


Vary or try
2–3 Warning Curious Signs
something new
Continue or resort
4–6 Safe Mundane Clear
to instincts
Story Move
Pacing and Twist are useful for lulls, random shakeups, or when triggered. Use before,
during, and between scenes. Change is useful when entering a new time period, zone, room,
etc. Consequence is useful for fail or mixed success results: pick what makes sense or roll.
Also may be used for NPCs, or altered to be positive.

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.

d66 Element d66 Omen


11 Air 41 Hive 11 Absent 41 Leading
12 Beast 42 Ice 12 Aligned 42 Mirrored
13 Bone 43 Iron 13 Angled 43 Passing
14 Chaos 44 Junk 14 Balanced 44 Patched
15 Dark 45 Light 15 Bowed 45 Peeking
16 Dream 46 Mind 16 Chiming 46 Preserved
21 Dust 51 Order 21 Colliding 51 Reclining
22 Dye 52 Plant 22 Crooked 52 Rising
23 Earth 53 Poison 23 Crowned 53 Rooted
24 Electricity 54 Portal 24 Divided 54 Scattered
25 Faerie 55 Rune 25 Enclosed 55 Spiraling
26 Fire 56 Shell 26 Engraved 56 Tilted
31 Food 61 Song 31 Following 61 Transformed
32 Gear 62 Star 32 Fractured 62 Upright
33 Gem 63 Void 33 Gathered 63 Veiled
34 Ghost 64 Water 34 Glowing 64 Waning
35 Glass 65 Wheel 35 Isolated 65 Whole
36 Heart 66 Yarn 36 Knotted 66 Woven

You might also like