Dynamic Tables

Dynamic Tables in Advanced Rules are a kind of overloaded encounter combined with a turn . This automation allows a dungeon to run itself in a dynamic way, so that surprises can still crop up, even while playing Wardenless or solo.

Table Entries

A Dynamic Table takes the form of a d30 table. Each time a character enters a new room, you roll on the dynamic table. This roll is d20 + the turn number, which can be tracked using a d10. When you start and the counter is at 0, your only choices on the table will be entries 1-20. When you max out the turn counter at 10, your only choices are for entries 11-30. This sets the pacing for a dungeon.

The entries in a Dynamic Table usually do one of the following things:

  • Generate Stress

  • Spawn encounters

  • Force Panic Checks

  • Increase the Turn Counter

  • Indicate an item hidden in the room

  • Provide a place to rest and recover Stress

  • Give clues

By ordering these different kinds of results in the table, you can influence when they might happen.

If you don't place any encounters early in the table, you ensure that the early turns of the game will be quiet and tense. If you place encounters entirely at the higher end of the table, you can build in an escalation towards violence. By adjusting the frequency and order of the results in the table, you change how the dungeon plays.

Example

This is an example of a Dynamic Table from The Progeny (2023) by Violet Ballard and published by RV Games. The Progeny uses a simplified Panic Engine hack that uses Wound Only damage. RAGE is what this module uses as the name of the counter for the dynamic table. It also contains references to d3 dice, which function the same as d5 dice in stock Mothership.

d20 + RAGEEncounter

1

DOORS CLOSE & LOCK: +1 Stress, Fear Save.

2

LIGHTS GO OUT: +1 Stress, Fear Save. Lights Off.

3

TRAUMA FLASHBACK: +1 Stress, Sanity Save, +1 RAGE.

4

SHRIEKING SOUNDS: +1 Stress, Fear Save.

5

MAMA IN YOUR BRAIN: +1 Stress, Sanity Save, +2 RAGE.

6-7

MOMENT OF CALM: -D3 Stress.

8

MED PACK: 1 Use. Removes 1 Wound.

9

STIM PACK: 1 Use. For D3 Turns Actions [+], Saves [-].

10

ANTI-ANXIETY MEDS: 1 Use. -D3 Stress.

11-12

BREATHER: -1 Stress.

13

STUN BATON: Near, 1 Wound. Target cannot move next Turn.

14

NET GUN: Close. Any in target Area cannot move for D3 turns

15

FOAM GUN: Adjacent. Target cannot move for D3 Turns

16-17

SECOND WIND: -1 Stress.

18

PISTOL: Close, 1 Wound.

19

SHOTGUN: Near, 2 Wounds.

20

RIFLE: Long, 1 Wounds.

21

FLAMETHROWER: Close. 1 Wound to any in Area, followed by 1 Wound next Turn.

22-23

WILL TO LIVE: -D3 Stress

24-25

1 BABY APPEARS, roll for LOCATION. PANIC!

26-27

2 BABIES APPEAR, roll for LOCATION. PANIC!

28-29

D3+1 BABIES APPEAR, roll for LOCATION. PANIC!

30

FRAG GRENADE: Close, 2 Wounds to any Near.

Designer Considerations

Designing a module that includes a Dynamic Table gives Wardens a really clear picture of how you envision the scenario playing out without being too prescriptive. Even if they don't use the procedure as written, they have a very clear picture of the pacing and the types of things that might happen during play. It can let them know where creatures spawn, if they should spawn in the same room as the PCs, or if they are spawned randomly as a wandering monster. You're able to make your intent clear without being heavy handed.

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