Lately, and to my surprise, one of the most useful books in my repertoire has been AD&D's Oriental Adventures. There are Yearly and Monthly Events charts in there that are incredibly useful for coming up with an outline for any location the PCs will spend much time in. They require a good bit of interpretation, especially as they're intended for a more Eastern setting and mine is decidedly Western in tone. Still, here are the yearly event results for Arcte, the town my PCs are currently occupying. I'm only revealing the chart up to September as that's the in-game month.
I didn't roll a Yearly Event, as I had something in mind for that already.
Arcte
1079
March: Major Fire, Cold Weather Delays PlantingApril: VIP Visit
May: No Event
June: Injustice
July: Bandit Activity
August: Marriage
September: Notorious Criminal
The Winter of 1077 was unusually cold, stretching on into April of 1078. Planting was delayed so the harvest will be terrible, probably depleting the food stores and leading to popular unrest. In addition, a major fire in the Library of Arcte destroys valuable texts. Note: the fire was Essential Flame.
A Kentrian Magistrate arrives in April to present gifts to the Goddess Ea. Votaries, perfumes, and attractive slaves.
May is calm, but as summer arrives the growing unrest leads to questionable arrests of foreign merchants and traders. Locals turn to banditry in the roads and woods free of the influence of the Blasted Plains.
The al-Mari and al-Hans tribes arrange a marriage of heirs. The al-Mari heir will be sheikh of both tribes when he reaches 40.
In September a thief locals call the Crimson Flame begins robbing wealthy traders, but evades capture.
I have been using OA inspirationally for my game as well!
ReplyDeleteI spent $5 on OA just to have that table. And my players might now interact with an event from it.
ReplyDeleteI don't use a lot of mechanics from other series in my games, but I get some helpful "soft information," like seeing what the writers of Fate think a GM should know, versus what the writers of GURPS think a GM should know. I think the most interesting thing I learned from another system was how Dread specifically recommends asking provocative and leading questions like, "Why can't you tell the person next to you in your bunker that you hate her?" It's a neat idea that I think roots out some conflict and storytelling, and interestingly, toys with the meme that "players should have more agency and take responsibility from the GM" and turns it on its head.
ReplyDeleteSometimes, I'll restat a cool ability from a video game or anime though.