Oracles for solo play
"Ride together, don't try it, the power's in one."
Oracles should only be used to generate story information you would otherwise be getting from the DM in non-solo play. They shouldn't be used for things like skill checks, which can be resolved with your game system's rules.
D20 Yes/No Oracle
To use the yes/no oracle below:
- Assign one of the likelihoods from the left column to your question.
- Roll two twenty-sided dice. Before rolling, select one as the Yes/No answer, and the other for the And/But result.
- In the middle column, the larger, more-prominent green number is the target number for a "yes" result. Rolling this number or lower is a "yes". Rolling over this number is a "no" answer.
- Based on the answer of the Yes/No die, go to the matching And/But subtable in the right column, and compare it to the result of the And/But die. If it falls within either the "and" range or the "but" range, then modify the "yes" or "no" answer accordingly. If the and/but d20 does not fall into either range, then the answer is a straight yes or no.
Inconceivable
"Yes"
1
"and..."
16 - 20
"but...."
"No"
1
"but...."
16 - 20
"and..."
Very Unlikely
"Yes"
1 - 2
"and..."
18 - 20
"but...."
"No"
1 - 2
"but...."
18 - 20
"and..."
Unlikely
"Yes"
1 - 2
"and..."
18 - 20
"but...."
"No"
1 - 2
"but...."
18 - 20
"and..."
Somewhat Unlikely
"Yes"
1 - 3
"and..."
18 - 20
"but...."
"No"
1 - 3
"but...."
18 - 20
"and..."
Even Odds
"Yes"
1 - 3
"and..."
18 - 20
"but...."
"No"
1 - 3
"but...."
18 - 20
"and..."
Somewhat Likely
"Yes"
1 - 3
"and..."
18 - 20
"but...."
"No"
1 - 3
"but...."
18 - 20
"and..."
Likely
"Yes"
1 - 3
"and..."
19 - 20
"but...."
"No"
1 - 3
"but...."
19 - 20
"and..."
Very Likely
"Yes"
1 - 3
"and..."
19 - 20
"but...."
"No"
1 - 3
"but...."
19 - 20
"and..."
Guaranteed
"Yes"
1 - 5
"and..."
20
"but...."
"No"
1 - 5
"but...."
20
"and..."
When you roll the same number on both dice, then an assumption in your question is incorrect.
Open-Ended Oracles
Anchors
Anchors can be used with any oracle. I use them to ensure that the themes I'm interested in don't get over-looked, and that the flavor and history of my world stays consistent. Anchors consist of a list of heterogeneous items (they can be themes, inpsiration words, in-game objects like NPCs or historical events, etc...). Create an anchor list, and then every time you consult an oracle (or every other time, or when the mood suits you), roll on, or pick from, the anchor list, and tie it into your oracle's answer. The following is my WIP anchor list, which is also doubling as my world-building notes, for now.
- Dogs are the best!
- I got half a pair of shoes and no time to lose
- Now I'm sittin' all alone at a table for two, she must've gone via Miami
- Fortune favors the bold.
- Look before you leap has never been the way we keep our road is free
- Rush headlong into any dare
- The Sodality
- The Pit
- Pit opening under buried bodies creates certain undead
- Credulity - it's easier to lie in a world of miracles
- Teina kinship, spans races
- The Wahine Kule (Sleepless)
- Anti-authoritarian / Anti-state
- Fear of the Straw Death
- Virtual citizenship
- Opportunistic farming
- The Great Halls Of Terr'Akkas
- Cults
- Demonology
- The Named Generations:
-
Adomi - The 1st generation - analgous to the Titans: seemingly secretive and aloof to (the rest of) humanity. Very long-lived. None have yet died from natural causes. Preternatuarrly imaginative and engineering-minded
-
Zuir - The 2nd generation - The Greek gods to the Adomi's Titans. Hypocritically emotional. Born around year ~50. Long-lived, but some started dying of old age at age ~200, which would be year ~250.
-
Hieli - the 3rd generation - The demi-gods and folk heroes to the Zuir's Olympians. Semi-long-lived. Born around year ~80. Start dying around year ~230.
-
The 4th generation and beyond have normal human lifespan. The 1st 4th-gen were born ~100. Started dying of old age at ~70 years old, so first deaths were at year ~170. These were the first people in the world to die of old age.
- The origin of vampirism - attempt to gain immortality through drinking dad's blood - it worked, but at a price
- year 250: The era of peak jealousy and curses: The Zuir see their cousins and children die while all the Adomi remain young.
- You're wearing that?
- The evil of morally-lazy centrism and "both sides!"
- We're all purposeless bags of meat. This does not make morality or joy any less real.
- We're up to the witch. We may never ever ever come home. But the magic that we'll feel is worth a lifetime.
- Honesty can be hard and put you at a disadvantage. Be honest anyway.
- When was the last time a non-trivial NPC was a kid? Kids can participate in stories, too
- The Truth
-
It's all a big nothing. What makes you think you're so special? (the trick is that this shouldn't be rhetorical)
-
O'er his white banes, when they are bare,
The wind sall blaw for evermair.
- Bimmi
- Don't let the savages of HB World be too noble. They're just as crappy as real people; the difference is that they have strong social pressures keeping them in check.
- Flower Wars
- Xenni shells Become faded and brittle, and sprout tiny thorns, as they near a Pit.
- Challenge token (e.g predator teeth, awsome symbolic gift, well-crafted item) - TODO: what's the game? Not beer!
- Nobody wants to die without at least one neaningful token/fetish to be buried with
- Buried with a fetish allows spirit to linger longer with clan
- Proper burial ensures fetishes remain with the corpse
- Ancestor worship
- Walking to other planes
- The Impossible Borders: Mountains, Mistlands, Ocean, Cliff (leads to the Pit?), Sky, Desert. All have a class of giant and a class of dragon inhabiting them.
- Story-telling traps to avoid: Don't let these savages be too noble or simple, and don't let the bad guys be too one-dimensional.
- Pissed-off earth elementals. Who shoved all of these fiends into out heart? I bet it was the Titans.
- Spirits. The spirit realm is of this world, and not separate from it. The spirit realm is an inaccessible to humans like the ocean depths are an inaccessible to humans.
- Kami: Spirits of non-living things. Definitely sentient, though, but of limited intelligence. No possession capability. Cannot abide Outsiders.
- Totems: Spirits of types of living things. A totem is the sum of the spritedness of all living and dead specimens of the type of thing. May take material form as a normal or unusual specimen of the creature. Limited posession capability.
- Jak: No attachments to the material aspect of the world, but may take material form (so to be fair, material entities should be able to take spirit form?). Trickster spirits come from this group
- Spirits of the human dead:
- Humanize non-human races / common cause / carving out a place
- The seeds of legends
- Magic is still... working its magic
Thin No line between outstanding skill and magic
- Communal tools, and other communal stuff
- Opposite Day / Roasting of heroes
- Childhood
- Symboitic menagerie
- Taena & Lan: The titans who burned the sky - the stars are the remaining embers
- The Wizard Who Shook The World in 68
- Leadership Is Stewardship
- "A Xenni to bury the wren, Mrs. Clancy?""
- The First Torona (thrones)
- (humanoid TBD) Armada wreckage * 2. And then they just kept running.
- All the fools sailed anyway
- The miracle-bringers managed to land safely, unlike certain giants I could name
- Promising the life of the Adomi. We're your one great chance for a miracle.
- One of the Adomi is helping evangelize
- Trickster spirits
- Extinction
- One humanoid species already extinct
- One humanoid species going extinct
- One humanoid species recently appeared
- Long-term plan to thwart the flood-bringer