pat=/\(:includefile\s+([-\w.]+)\s*:\)/e WorldWiki - Environment

Environment

This is a completely optional add-on to generate environments (weather and landscape) for your encounters.

It is based on the specific number on the Tens card and (to a lesser extent) on the number on the Ones card.

When you draw your first Tens card, either arbitrarily, or based on the number, place a marker on each of the Environment Trackers on the provided Environment Sheet.

Each subsequent Tens card modifies the positions of these trackers more or less drastically.

The trackers are:

TrackerPopulationElevationWeatherTemperature
1CityDeep ValleyFineVery Cold
2Large TownValleyCloudyCold
3Small TownPlainOvercastCool
4VillageRolling TerrainMist/FogModerate
5SettlementHillsLight Rain/ShowersWarm
6Isolated HomesteadsLow MountainsHeavy RainHot
7No PopulationHigh MountainsStormVery Hot

The elevation tracker wraps around (so in the high mountains you can get deep valleys, valleys, and “plains” - plateaus). The other trackers have a “hard stop” at each end; if you keep getting “lower” results when you are at 1, or “higher” results when you are at 7, the numbers stay the same.

The temperature results are deliberately left vague and can be interpreted based on the time of year and latitude of your setting.

Wind and Water

Even more optional add-ons:

  • A Tens card divisible by three indicates a significant quantity of water, with 3 = marsh or swamp, 6 = stream or river, 9 = lake or sea. If the Ones card is divisible by three also, the two add together, for example: 3 + 3 = large swamp, 3 + 6 = river with swampy margin, 6 + 9 = river leading to a lake.
  • Wind strength is decreased each time a low number which is a square or cube number is drawn as the Tens card, increased by a high square or cube number. That is, ones and fours decrease wind strength, eights and nines increase it. The tracker runs:

1: No Wind 2: Light Breeze 3: Gusty breeze 4: Stiff Breeze 5: High Wind 6: Gale 7: Hurricane

Wind direction change from an arbitrary starting point is indicated by moving an indicator round a circle based on the difference in number between the Tens and Ones card. This only needs to be checked when you care about which direction the wind is blowing in.

Note that wind generally blows from the land to the sea and from the mountains to the valleys in the morning, and vice versa in the evening.

Environment Change Chart

This chart shows how to move the marker on each tracker. Move it one step per arrow in the direction shown.

You don’t have to understand how the underlying system works in order to play the game; you can just consult the Environment Change Chart. For the sake of other game designers or the curious, however:

  • Odd results increase the population, even results decrease it.
  • High results increase the elevation, low results decrease it. (“High” is 6–10, “low” A-5.)
  • Non-prime results increase the weather, prime results decrease it. (1, 2, 3, 5, 7 are prime, 4, 6, 8, 9, 10 non-prime).
  • Fibonacci results increase the temperature, non-Fibonacci results decrease it. (1, 2, 3, 5, 8 are Fibonacci, 4, 6, 7, 9, 10 non-Fibonacci.)
  • If the Ones card does not have the same quality, the change is by one step, if it does, the change is by 2 steps.

The rationale is that both the numerical phenomena and the physical phenomena are somewhat statistically linked among themselves. That is:

  • 60% of Low results are Odd and 60% of High results are Even.
  • 80% of Prime results are Low and 80% of Non-Prime results are High.
  • 80% of Prime results are Odd and 80% of Non-Prime results are Even.
  • 80% of Prime results are Fibonacci and 80% of Non-Prime results are Non-Fibonacci.
  • 80% of Fibonacci results are Low and 80% of Non-Fibonacci results are High.
  • 60% of Fibonacci results are Odd and 60% of Non-Fibonacci results are Even.

This (kind of) reflects the increased likelihood that as you go up into the mountains, population will decrease, temperature will decrease and weather will increase, on average - but not always. It’s nothing like a mathematically accurate simulation, but it shares enough features with what it simulates to give a reasonable impression of it for our purposes.


Errantry copyright 2006 by Mike Reeves-McMillan. Released under a Creative Commons Attribution-ShareAlike License(approve sites).

These are notes for a work in progress. Don’t expect everything to be consistent or make sense.