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Playing FU solo or GMless

v. 05/29/12 1) 2) 3) 4) 5) Choose a setting Chose a starting situation Make up one or more characters that work with the situation using the regular FU rules Come up with an opening scene Roll to see if you need to change the scene

When proposing a new scene, roll 1d6. 1 = alter the scene you initially thought of 2-5 = play out the scene you initially thought of 6 = interrupt the scene you initially thought of with an unrelated scene 6) Play out the scene using the FU rules. If you need to come up with a random event, use the procedure below also see Fate Tables below). 7) Once you have played out the scene, come up with a new scene based on the outcome of the last scene. 8) Repeat steps 5-7 as needed.

Fate Tables Ask a yes or no question. Determine whether the odds are even (50/50) of a yes or no answer, or if one answer (yes or no) is more likely than the other. Check for Chaos roll 1d6, 1 = add a penalty die, 2-5 = no change, 6 = add a bonus die to the next roll. If Chaos gives you a bonus or penalty, add it to the dice shown in the table below. If you end up with any bonus dice, take a positive result, if any penalty dice, a negative result. Situation Almost Certain Very Likely Likely 50/50 Unlikely Very Unlikely No Way! Bonus/Penalty +3 bonus dice +2 bonus dice +1 bonus die No bonus or penalty +1 penalty die +2 penalty dice +3 penalty dice Result Take best, most favorable, or most positive result Take result from die roll Take worst, most unfavorable, or negative result

Random Events If you need some random inspiration, roll once for a focus, action, and subject on the tables below, then interpret the results in light of the current context of the adventure. Focus Table 1 (roll 2d6) Roll 2 3 4 5 6 7 8 9 10 11 12 Focus Resolve a PC Goal Color Remote Event Advance a PC Goal Introduce a New NPC NPC Takes Action Hinder a PC Goal Affect a PC Positively Affect an PC Negatively Affect a NPC Positively Affect a NPC Negatively

Action tables Roll 3d6 of different colors. Designate 1 as the table die, 1 as the 10s digit, and 1 as the 1s digit. Table die 1-2 = roll on table 1, 3-4 = roll on table 2, 5-6 = roll on able 3 Action Table 1 Roll 11 12 13 14 15 16 21 22 23 24 25 26 31 32 33 34 35 36 Action Abandon Abuse Activate Adjourn Adopt Agree Ambush Antagonize Arrive Assist Attach Attain Attract Avoid Befriend Bestow Betray Block Roll 41 42 43 44 45 46 51 52 53 54 55 56 61 62 63 64 65 66 Action Break Care for Carry Cause to fail Celebrate Change Communicate Control Create Debase Deceive Decrease Delay Desert Develop Dislike Dispute Disrupt

Action Table 2 Roll 11 12 13 14 15 16 21 22 23 24 25 26 31 32 33 34 35 36 Action Divide Dominate Embellish Examine Excite Expose Express Fight Frustrate Gratify Guide Haggle Harm Heal Help Hinder Ignore Imitate Roll 41 42 43 44 45 46 51 52 53 54 55 56 61 62 63 64 65 66 Action Imprison Increase Inform Inquire Inspect Judge Kill Lack tolerance for Lie Lose Love Mistrust Move Neglect Open Oppose Oppress Overindulge

Action Table 3 Roll 11 12 13 14 15 16 21 22 23 24 25 26 31 32 33 34 35 36 Action Overthrow Persecute Postpone Praise Proceed Procrastinate Propose Punish Pursue Recruit Refuse Reject Release Return Reveal Revise Ruin Save Roll 41 42 43 44 45 46 51 52 53 54 55 56 61 62 63 64 65 66 Action Separate Spy Start Stop Struggle Take Take vengeance Transform Travel Trick Triumph Truce Trust Undermine Usurp Violate Waste Work

Subject Tables Roll 3d6 of different colors. Designate 1 as the table die, 1 as the 10s digit, and 1 as the 1s digit. Table die 1-2 = roll on table 1, 3-4 = roll on table 2, 5-6 = roll on able 3 Subject Table 1 Roll 11 12 13 14 15 16 21 22 23 24 25 26 31 32 33 34 35 36 Subject A Burden A Path A Plot A Project A Relationship A Representative A Surprise Adversities Advice Allies Ambush Anger Animals Art Attention Balance Benefits Bureaucracy Roll 41 42 43 44 45 46 51 52 53 54 55 56 61 62 63 64 65 66 Subject Business Competition Danger Death Dispute Disruption Dreams Elements Emotions Enemies Energy Environment Equality Evil Expectations Exterior Factors Extravagance Failure

Subject Table 2 Roll 11 12 13 14 15 16 21 22 23 24 25 26 31 32 33 34 35 36 Subject Fame Fears Food Friendship Goals Good History Home Hope Illness Illusions Information Inside Intrigues Investment Jealousy Joy Knowledge Roll 41 42 43 44 45 46 51 52 53 54 55 56 61 62 63 64 65 66 Subject Leadership Legal Matters Liberty Lies Love Magic Masses Messages Military Misfortune Misinformation Nature New Ideas News Opposition Opulence Outside Pain

Subject Table 3 Roll 11 12 13 14 15 16 21 22 23 24 25 26 31 32 33 34 35 36 Subject Peace Plans Pleasures Politics Portals Possessions Power Prison Randomness Reality Riches Rumor Stalemate Status Quo Success Suffering Tactics Technology Roll 41 42 43 44 45 46 51 52 53 54 55 56 61 62 63 64 65 66 Subject Tension The Innocent The Intellectual The Mundane The Physical The Public The Spiritual Tools Travel Trials Vehicle Victory War Weapons Weather Wisdom Wishes Wounds

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