The document provides a list of potential environmental event modifiers, dramatic tasks, encounters, clues, investigations, and preset scenarios that could be used to add challenges, puzzles, or complications to roleplaying games or interactive stories. Some examples include navigating thick fog or smoke, having to debate or perform under the influence of alcohol or fear, investigating crime scenes for clues like footprints or weapons, and preset combat scenarios like fighting on a burning cart or in a grasping graveyard with toxic gases. The lists provide many options to add complexity, hazards, and challenges to roleplaying and interactive storytelling.
The document provides a list of potential environmental event modifiers, dramatic tasks, encounters, clues, investigations, and preset scenarios that could be used to add challenges, puzzles, or complications to roleplaying games or interactive stories. Some examples include navigating thick fog or smoke, having to debate or perform under the influence of alcohol or fear, investigating crime scenes for clues like footprints or weapons, and preset combat scenarios like fighting on a burning cart or in a grasping graveyard with toxic gases. The lists provide many options to add complexity, hazards, and challenges to roleplaying and interactive storytelling.
The document provides a list of potential environmental event modifiers, dramatic tasks, encounters, clues, investigations, and preset scenarios that could be used to add challenges, puzzles, or complications to roleplaying games or interactive stories. Some examples include navigating thick fog or smoke, having to debate or perform under the influence of alcohol or fear, investigating crime scenes for clues like footprints or weapons, and preset combat scenarios like fighting on a burning cart or in a grasping graveyard with toxic gases. The lists provide many options to add complexity, hazards, and challenges to roleplaying and interactive storytelling.
Tall Grass Tricked Linguistics: Translate vs. forget
Fog Treachery Arcana/Knowledge: Research Smog Manhunt Persuasion: Debate Fire Riot Strength: Pull the rope Smoke Reinforcements Climbing Avalanche Time crunch Hold door open/closed Cave-in Weapon fail/break Walls closing in Sand-storm Opponent disarms Constitution: Drinking contest Hurricane Hostages Stay awake Blizzard Under the influence Nature: make antidote Toxic Gases Grapplers Athletics: Swim against current Swamp Mugged Arcana: Complicated Spell Quick sand Unarmed ID the spell Flood Sleeping Magical trap Heavy Winds Debate Intimidation: Interrogation Slippery Medicine: Dying person Personal Conditions Survival: Track Hazards Drunk Hunt On Pillars Depression Protect from environ. In water Fear lost Pit/Ravine Confusion Performance: Distraction Ledge/ cliff Lust Stealth: Follow unnoticed On a wall Pride/envy Sleight of hand: The switch Rope Bridge Humor Disarm the traps Run-away cart/vehicle Mistrust Casting under pressure Bystandards Memory loss “Hold the Line” Use of cover Intimidated Lighting issues Hungry Scene Climbing Telepathy Lightning Falling objects Sick/nauseated Smell Grasping grave Sound Bramble bushes NPC Architecture Grasping plants Age Condition Misleading echo’s Hair Falling trees Eyes Points of Interest Geyser attacks Skin Person (actions?) Crumbling Flooring Dress Animal Facial expression Object Demeanor Something Missing Speech pattern Action Shtick Chase skills Encounters Pre-set Combats Disadvantage = 3 movements, Meeting (blind, and unarmed) - 2 sets of enemies, deadly Normal = 2 movements Drinking contest environment, deadly hazard, Advantage =1 movement Poisoned cup get/save the plot device 5 rounds Game of Skill/riddle - Jumping from pillars, brutes Champion style fight at the bottom knocking the Tumbling Being Followed pillars, poisoned arrowed Land on feet archers up top Squeeze through space - Fight on burning, smoke Wade through objects Traps filled, run away cart, headed Wade through people Electro-magnetic Crystal towards cliff, with bystanders Swim Spell: (fireball, acid, bolt) - Fighting on roof & wall, Jump between buildings Whirling Blades during rain & wind, during riot Climb Wall/ceiling enclosing Tracking Pit Preset Encounters Perception vs stealth Spikes - Secret meeting, blindfolded, Boulder unarmed, and outmatched; Chase obstacles Acid enemy demands ‘champion People Arrows fight’ Roofs Bear trap - In the ravine with grabbing Ladders Net trap plants, when a flood occurs, Holes Crumbling floor - Read the wall, cast the spell, Windows Poison needles in a grasping graveyard, with Environments Sleep/confusion spell toxic gases & tall grass. Hazards Flooding space - Citywide manhunt, case the Columns of fire joint & rescue hostages, w/ random memory loss. Forensic Clues Ways to Investigate People - Crime scene Contacts - Identifying Characteristics - Crime’s timeline Street work (Physical & Behavioral) 2+ - Blood Witnesses - Accent - Footprints, fingerprints Research - Attitude/personality 2+ - Weapons/tools used Forensics - Possible injuries Place - Animal/outside forces Clues leads to - Descriptors 3+ Character Witness New Suspect - Noteworthy (2-5) - Behaviors & Moods Info about Victim - Routines & Lifestyle Understanding about crime - Hobbies & Interests Info about an event - Past/History Info about a meeting - Goals & Intentions Info about a place Expert Testimony - Occupations - Skills & Knowledges Physical - Clothing & Accessories - Personal Possessions - One of a kind items - Out of place items - Far from home items - Trade related Tools Documents - Dairy/Journal/book - Official Documents - Work related documents - Tickets, receipts, stubs - ID’s/Passports/Badges - Maps Eye Witness - ID a person - Collaborate a fact/timeline Rumors - Blackmail/Betrayal - Lovers - Snooping - Arguing - Friends - Business dealings - Lie/cheat/steal