Game Master / Trouble Generator / Troubles
Troubles
A Trouble is a quick kit for a place: what is going on there and who is tangled up in it. It has six parts, a Premise, an Enemy, a Friend, a Complication, a Thing and a Place, and each part comes from its own set of one-roll tables. A Trouble is a prompt for you to build on, not a finished answer: keep what gives you an idea and leave the rest.
How to build one
- Pick the column. Every set has five columns. Choose the one that fits where the posse is and read every set from it: Wilds (open country with no settlement); Outpost (a camp, steading, trading post, fort or mine); Town (an established frontier town); City (a large settlement with real power structures); Route (a rail line, river or road, and the people travelling it). Tables marked “all columns” are the same wherever you are.
- Roll the Premise. Roll a d4, d6, d8, d10, d12 and d20 together and read each die on its table. The Premise is the anchor; read everything else in its light.
- Roll the other five sets the same way, staying in your column. Each set only uses the dice it has tables for, and has its own sentence frame.
- Interpret. Read it all together and look for the thread. When two results seem to disagree, don't reroll: ask what would make both true. That answer is usually the best part.
- Record it with the location. When the posse comes back, reroll only the d4 Pressure to see how things have moved on.
Good to know
- The frames are a reading aid, not a rule. Reword, reorder or ignore them.
- The people caught up in the Premise can be the same people as the Enemy or the Friend.
- If Route results mix rail, river and road, the place is where they meet.
- Roll a single set when you only need one piece: Friends for a helpful stranger, Places for a scene, Things for something to chase.
- Roll a set twice for a second Enemy or Friend, or a second Premise to see how two Troubles collide in one place.
- Choose instead of rolling whenever you like, or roll and then change one result.
Troubles and hexploration
Hex discovery says what is in a hex; a Trouble says what is happening there.
- Only features with people or something at stake get a Trouble. A homestead does; a dry waterhole doesn't.
- The discovery picks the column: wilderness features use Wilds; a camp, steading, mine or fort uses Outpost; a settlement uses Town or City by size; a road, river or rail hex uses Route.
- A world hex (24 miles) gets a Premise only: the region's background pressure.
- League hexes (3 miles) get full Troubles for their features, read in light of the regional one. Where a local Trouble clashes with the regional one, that clash is the adventure.
- Optional: a hex with Leyline Strength may take Ley & Aether as its Theme instead of rolling.