Sunday, April 21, 2013

Encounter Markers

Alan wanted to know how the encounter markers worked in Ninjas At The Vicarage.  Here's what I prepared.  I've used the term 'plot points' which I think comes from Pulp Adventures, another game in this genre.


Draw a card for each plot point encountered.  The result varies depending on whether the plot point in question is in the house (three of them) or outside (the rest).


Card
Outdoors
Indoors
Ace
A poacher’s trap - remain immobilised until you can pass a Brawn stat test.
The Rev Featherstonehaugh has rigged a tripwire.  Make a Dodge stat test or bring a load of china crashing to the floor.  If you’ve done this you’ll be -1d10 on attempts to find the Rev’s hiding place.
2
You disturb a pheasant which suddenly rises near you.  Pass a Guts stat test or miss a turn while your heart rate returns to normal.
Who’s that?  Phew, just a mirror!  Pass a Guts stat test or miss a turn while your heart rate returns to normal.
3
Nothing happens
Nothing happens
4
Nothing happens
The professor’s cat!  Take a Brains stat test.  If you pass you will get +1d10 when subsequently trying to find the professor’s hiding place.
5
Take a Brains stat test.  If you pass you find a poacher’s cache which contains a shotgun.
Take a Brains stat test.  If you pass you find the Rev’s old service revolver at the back of a cupboard.
6
Activate Darwin, the Rev’s pet monkey.  He has the Rev’s journal!
Take a Brawn stat test.  If you pass you can rip open a desk drawer and find the Rev’s journal.
7
PC Warburton arrives on the road from the village.
PC Warburton arrives on the road from the village.
8
The Rev tries to flee the vicarage.  Activate him at whichever of the side windows if furthest from the nearest Ninja.
Make a Brains test to find the Rev hiding in the old priest hole.  Only one try per figure.

  

Note that the Hon. Miranda knows the area and the house well, having spent many happy childhood summers with her uncle.  She counts as having “Building Plans”and “Local Guidebook” for this scenario.

3 comments:

Counterpane said...

Ignore references to "the Professor" - they date back to an earlier stage in the development of the scenario.

Kaptain Kobold said...

Thanks for that. So basically there are points around the map that can cause things to happen within the story?

Counterpane said...

Well that's how I've done it. Different types of stories will have different approaches. An Indiana Jones-type ancient temple would have a mixture of traps to avoid and opportunities to find secret doors etc.

The idea with 45 Adventure is that it should be possible to play without a game master but I'm not sure the totally random encounters idea would work in all contexts. Things are a lot easier if you do have an umpire.