Procedures to Discover the Path Ahead + PDF
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Procedures to Discover the Path Ahead + PDF
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Procedures to Discover the Path Ahead allows you to build a world as you go, which gets stranger and more dangerous the further you are from home.
How to Use This Book:
With a pencil and a six-sided die, generate a world for an imaginary character to travel through. As you get farther from home, a counter goes up. You add this counter to your die roll so that, as you travel, the types of places you might find will change.
For Tabletop Roleplaying Games:
A GM can use this to create a world in advance, or the whole table can improvise a world as they go, with or without a GM. It also works great with solo games. You can play this in conjunction with other game systems or as a game on its own.
For Drawing a Map:
Get grid or hex paper. Start at one point and write “0” on it in pencil. This is the counter. Then roll to see what is on adjacent spaces. Draw or write them down, and then update the counter accordingly, writing it on that space in pencil. Keep filling spaces based on the counter in an adjacent space. If there is more than one to choose from, use the average or pick arbitrarily. At the end, you can erase the counters, leaving a map.
Features:
- Use for solo games, GM prep, GM-less games, or on its own for worldbuilding
- Suitable for a variety of fantasy settings, from cozy and pastoral to gritty and dangerous
- Simple rules, requiring only a pencil, paper and six sided die
- 6 types of journeys, ranging from a general-purpose fantasy one, to one for getting lost in the land of the fey
- Random tables to flesh out your world, covering everything from types of legumes to social values
- Prompts and random tables for creating NPCs to find on the road
Creative Team:
Created by: Seedling Games
Stock art by Thomas Novosel, Evlyn Moreau, Perplexing Ruins, Charles Ferguson-Avery, Direquest and Speak the Sky
Proofreading by Walton Wood