This mechanic is intended to be used in systems where death is common, life is short, and greed explicitly rewarded. In some sense this is not a mechanic at all. The players should not see it, and they should definitely not be optimising for it. However, if your players are trying, despite the will of the dice and the laws of the power, to be decent people, this may be a good way of reminding them of certain things which were once known in the great world of A'Tuin, but forgotten in the cruel and harsh times that have passed since that golden age.
Every time the players go out of their way to help someone, take on a responsibility at a great personal cost, or turn down power in the name of goodness, make a roll with 2d6. If they have a habit of doing this, add 1. If they are doing this for selfish reasons, subtract 1.
9-: Nothing happens.
10-11: Roll on the Odd Happenings chart.
12+: Roll on the Odder Happenings chart.
Make any adjustments to your notes as necessary. Do not tell the players that you have made these adjustments.
Odd Happenings (1d8)
- The weather is nice for the next 1d4 days.
- They run into an old NPC that they have since forgotten. They are helpful.
- Their next reaction roll is made more favourable by one tier.
- There is fresh food and water left behind at the next camp they find, or supplies they sorely need.
- A grudge they have acquired is lessened, without their knowledge.
- The difficulty of their next save or check is lowered.
- The next fight they are in, their enemies automatically fail their next morale check.
- Skip a random encounter roll.
Odder Happenings (1d8)
- An NPC decides to do something to help the players without their knowledge.
- An acquired debt, grudge, or enmity is forgiven.
- Their next desperate scheme or action with a one-in-a-million chance somehow works.
- The villains are hindered in some way the players are not involved in, or a piece of good news reaches the players that they are not involved in.
- The next massive enemy force they fight is wounded already and fails their next morale check.
- Someone who could hinder the players does not.
- In a place of danger, the players find respite from an unlikely source.
- Do something nice for them.
'Now Théoden son of Thengel, will you hearken to me?' said Gandalf. 'Do you ask for help?'
He lifted his staff and pointed to a high window. There the darkness seemed to clear, and through the opening could be seen, high and far, a patch of shining sky.
'Not all is dark. Take courage, Lord of the Mark; for better help you will not find. No counsel have I to give to those that despair. Yet counsel I could give, and words I could speak to you. Will you hear them? They are not for all ears. I bid you come out before your doors and look abroad. Too long have you sat in shadows and trusted to twisted tales and crooked promptings.'
J.R.R. Tolkien, The Two Towers
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