Sunday, April 14, 2013

Exploration:

Every Game Master has his or her own way of dealing with exploration, and what will be found. Certain players may have disappointment for finding nothing while exploring a simple room, while others will find a small mouse hole, which may allow said player to further exploring the inside of a house in secrecy when using a size-alteration ability, magical item or technology. As stated, each GM may have their own way of dealing with exploration. For those GMs who find themselves being asked by their players for exploration, this can be used as improvisation, or GMs to utilize in the planning of their sessions. In the computer version of the game, the generation system will mean that everything is already placed in each area, just needing to be found, and that due to the nature of the open table design some things may be changed by other players or NPCs, including but not limited to disabling or tripping traps ahead of a new player to explore the area, or already looting it until new terrors or NPCs enter and other items are able to be found there.  MaL has some default charts for the pen and paper version for areas a GM might not have predetermined, allowing some random finds to be added as needed.  The most basic are listed below:

Exploring an area unknown to the characters:
  1. Find a new Location or Place.
  2. Find an old Location or Place via an alternate path if there is one.
  3. Find an item, encounter, etc.
  4. Find an item, encounter, etc.
  5. Find Nothing.
  6. Find Nothing.
Items, Encounters, Etc:
  1. Find a rock (metamorphic). If not ordinarily appropriate to the area, perhaps it has further detail, such as if it has been worked and may have belonged to an NPC that lost it or died nearby, or leave a mystery.
  2. Find a rock (igneous). If not ordinarily appropriate to the area, perhaps it has further detail, or leave a mystery.
  3. Find a rock (sedentary). If not ordinarily appropriate to the area, perhaps it has further detail, or leave a mystery.
  4. Plants or Fungi. There are two types: (1) These would be those safe to eat, or benign. (2) These would be poisonous, malicious, or otherwise dangerous as they are, or if disturbed.
  5. Animal. Non-sentient, though still possibly dangerous, these are divided into four types: (1) Fully domesticated species. (2) Captured, but not able to be domesticated, usually not natural for the area, as in zoos and menageries. (3) Wild, but partially tamable. (4) Wild, not captured, native to the area.
  6. NPC Encounter (Wandering): These may be divided into three types: (1) Wandering Trader. (2) Wandering Adventurer. These may often be player characters from other sessions the GM is running, from the MaL book listings, or creations of the GM. (3) Wandering Survivalist. One not wandering necessarily out of choice, but in order to survive a disaster, or to avoid capture perhaps. Often these can be used as side-quest hooks if a GM desires, as they are not of a local area but may tell of danger elsewhere.
  7. NPC Encounter (Local): These may be divided into three primary types: (1) General NPC Neutral. (2) General NPC Beneficial. (3) General NPC Hostile. Local NPCs know their area quite well usually, so they normally will have more information on it than a player character from another location, though not always, depending on how simple the NPC is in mentality and other regards.
  8. Ores. These are rarely found on the surface even as appropriate to the area, as most of the locals will have gone through and collected what they thought was of value. Ores can provide valuable minerals, metals or stones, either immediately, once they are properly smelted, or if the prize is broken free from surrounding rock.
  9. Fossils, Amber, Petrified Material. These are rarely found on the surface even as appropriate to the area, as most of the locals will have gone through and collected what they thought was of value. These will often prove to be valuable to the right person, if able to be verified. If a character party doesn't have the knowledge or skill to recognize them, a GM may describe the appearance and hardness, or otherwise choose to hint at their value, or let their players have to figure it out for themselves.
  10. Silicate Minerals. Six silicate subclasses: Tectosilicates, Phyllosilicates, Phyllosilicates, Cyclosilicates, Sorosilicates, and Orthosilicates. Each has individual minerals within the subclass. Some may be more or less appropriate for a specific area, and thus a GM may preset minerals ahead of time if versed in Mineralogy, or if not natural for an area, there may be other reasons for their present location.
  11. Non-Silicate Minerals. Eight subclasses: Native Elements, Sulfides, Oxides, Halides, Carbonates, Sulfates, Phosphates, and Mineraloid/Organic Minerals. Each has individual minerals within the subclass. Some may be more or less appropriate for a specific area, and thus a GM may preset minerals ahead of time if versed in Mineralogy, or if not natural for an area, there may be other reasons for their present location.
  12. Metals. Eight subclasses: Alkali Metals, Alkaline Earth Metals, Transition Metals, Post-Transition Metals, Lanthanides, Actinides, Synthetic Metals, and Metalloids. Each has individual minerals within the subclass. Some may be more or less appropriate for a specific area, and thus a GM may preset minerals ahead of time if versed in Mineralogy, or if not natural for an area, there may be other reasons for their present location.
  13. Regular Item. These are any sort of mundane item that is not a rock, ore, plant, animal, npc, mineral or metal by itself, though it may be made for, or out of, those things. These items do not have magic cast on them or be able to be cast with them on their own, nor are they advanced technology on their own.
  14. Regular Item. These are any sort of mundane item that is not a rock, ore, plant, animal, npc, mineral or metal by itself, though it may be made for, or out of, those things. These items do not have magic cast on them or be able to be cast with them on their own, nor are they advanced technology on their own.
  15. Magic Item/Advanced Tech. These are any sort of magic or advanced item that is not a rock, ore, plant, animal, npc, mineral or metal by itself, though it may be made for, or out of, those things. These either have enchantments on them, are used in highly complex magic, or are either advanced technology usable or needing repair or study.
  16. Magic Item/Advanced Tech. These are any sort of magic or advanced item that is not a rock, ore, plant, animal, npc, mineral or metal by itself, though it may be made for, or out of, those things. These either have enchantments on them, are used in highly complex magic, or are either advanced technology usable or needing repair or study.
  17. Nothing. Rolling this number means that nothing was found via searching the local area even if a players skill would be otherwise high enough to find something. This may be because there is nothing there, or that it is out of their sight during a search perhaps due to magic or advanced technology, if a GM does have something in the local area that may be found.
  18. Nothing. Rolling this number means that nothing was found via searching the local area even if a players skill would be otherwise high enough to find something. This may be because there is nothing there, or that it is out of their sight during a search perhaps due to magic or advanced technology, if a GM does have something in the local area that may be found.
  19. Nothing. Rolling this number means that nothing was found via searching the local area even if a players skill would be otherwise high enough to find something. This may be because there is nothing there, or that it is out of their sight during a search perhaps due to magic or advanced technology, if a GM does have something in the local area that may be found.
  20. Nothing. Rolling this number means that nothing was found via searching the local area even if a players skill would be otherwise high enough to find something. This may be because there is nothing there, or that it is out of their sight during a search perhaps due to magic or advanced technology, if a GM does have something in the local area that may be found.
 There are, of course, duplicate entries in each list, and the reason for this is to weight the commonality of those type of results appropriate for each list.  There are also the possibility of additional options not yet entered, which will cause the lists to expand as a result.

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