The FATE Triangle

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I must confess that I have never played FATE, but I've heard a lot about it. One thing I never heard was that it was ill-suited for random tables. I guess I never thought about it because I just assumed random tables had nine items ranging from +4 to -4 with 0 being the most common result.

Over at Spirit of the Blank, Mike Olson posts about an thread featuring a FATE triangle - a very elegant way to use FUDGE dice for a random table.

The creator of the FATE triangle explains it much better than I could. Have a read on the thread here. Get your own fillable PDF to make your own FATE traingles here.

The thread on features discussion of using this as a slick setting generator. For example, if you have three controlling powers called The Church, The Intelligentsia, and The Free Thinkers, results could show to current balance of power with the most common result that all three groups are about equal.

Another use for it would require several charts featuring two for character generation. Basically, have a chart represent an NPC chart. NPC magic has the attributes INT (mage), WIS (priest), CHA (psionicist). NPC mundane has the attributes STR (Warrior), DEX (rogue) and CON (Warrior). The three corners would have 17 for the primary stat, but weak in the other two. Thus, to generate an NPC, decide if he/she will be magical or mundane. Roll on both charts and you have stats. Other tables would have equipment packs, spell/power lists and the like. With ten tables, you could have a fairly extensive NPC generator.

I had a three-way table that produced possibilities of Psionic, Wizard, and Clerical magic powers in terms of levels. The idea was that in a newly visited world, what forms of 2e magic were present and at what levels. If it was a high-magic world with some clerics and no psionicists, the entry would read wizards to 20th level, clerics to 10th level. Since psionicists weren't mentioned, they wouldn't exist.

Unfortunately, I do not have adobe acrobat installed at home (I use Foxit Reader and SumatraPDF instead) and the table was lost. I can't seem to remember to print the result with a PDF printer instead of save a copy of the PDF results. But those are my personal problems...

I think it makes a new and interesting type of random generator table. What non-FATE use can you come up with?

18th Century Music Generator

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There are many kinds of random generators for games, but last night I found one that seems to be unique.

It is a music generator. To be more precise, it is a minuet generator.

The code on this page is based on the a game purported to have been created by Mozart used to create a minuet. It adds more features like a score generator and a midi file. Although you can play the results on the webpage, a good midi patch opens the possibility to expand into string instruments and beyond.

Its usefulness isn't limited to just playing music. Use the aforementioned score generator, add some 18th century script, print it on yellowed paper and you have a good prop. You could use the plot of The Purloined Letter, but change the letter to a mythical Mozart's Lost Score.

Take a listen to some of the compositions. It will sound better than you think.

Random Generator

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Sometimes you just need to visit Age of Fable to get a good random creature.

Here the link to the random generator.

Saying only that the creature should resemble an armadillo...

Capreotetra, or Shadow Protector
This creature is large (at least twice the size of a human).
They live in arctic regions.
They will typically be found alone, or in a group (or cluster) of two or three.
The Capreotetra looks like a wooden carving of an armadillo.
They're a type of Animate (see below).
They have human-like intelligence.
Magnetic: The creature is magnetic. Metal items (including armour) will be dragged towards it. In the case of weapons, this may cause the creature significant harm.
Natural Armour: The creature's hide is so tough that it's treated as armour. This doesn't stop the creature having actual armour as well, if appropriate.
Immunity to Poison: The creature is totally immune to poison.

Triealian, or Ancient Warrior
This creature is roughly the same size as a human.
They live underground. They travel through the earth like a fish through water or a bird through the air.
A typical group, or cluster, consists of 1-6 creatures.
The Triealian looks like an armadillo, but fiery and demonic.
They're a type of Spirit (see below).
They have only animal-like intelligence.
Immune to Physical Harm: The Spirit is immune to non-magical harm (for example from normal weapons).
Greater True Sight: The creature is totally immune to magical attacks based on illusions or fear.

Atlanvore, or Folk-o'-the-Isles
This creature is roughly the same size as a human.
They live in the sea.
A typical group, or den, consists of 1-6 creatures.
The Atlanvore looks like a dice which has grown into the shape of an armadillo.
They're a type of Folk (see below).
They have human-like intelligence.
Amphibious: The creature can breathe both water and air (or in the case of Animates, their mechanisms are waterproof).
Swallow whole (lesser): The creature has a chance of swallowing any enemy which is roughly half its size or smaller. The victim will eventually die. They can't attempt to break free - they can only be saved if the creature dies. The creature will dissolve armour first, and only then start to damage the character. The creature's stomach doesn't dissolve metal. It will never swallow characters with metal armour (or Animates made of metal).
Resistant to Poison: The creature is less effected by poison than a normal creature of its type would be.
Paralysis: The creature's attack involves a particular kind of poison which may cause paralysis, until the poison is removed or a natural or magical antidote can be applied.