#### Gullerbutry

##### I'm working on it.

It occurred to me today that FATE doesn't really have a lot of random generation tables. Now, I suppose it doesn't need them, but it suddenly occurred to me what one would look like, so I drew one up. Now I kind of like it, and wonder: what else could you do with this?

This table is designed for a city intrigue and treachery style of game I am considering. I would drop it in front of a player when they encounter a random NPC, and have them roll to see how the NPC views them. Since this is FATE, the result could easily become an instant Aspect - yay, plot hook! (This is kind of one-sided table - it only says what the NPC knows about you, not the reverse. I figure it's more interesting if the NPC has the grudge.)

There are fifteen squares on the table. They are not equal! The three darkest squares - on the corners - should each show up 1/81 of the time. The next six darkest should appear closer to 1/20 of the time each; the next three about 1/13 each; and the three lightest, in the center, about 1/7 each.

In other words, common results are in the center, and unusual results are on the edges. Combined, the three center squares show up over 1/3 of the time. (According to my math, anyway. I was an English major.) +'s equal generally positive results, -'s equal negative results. If you want a crazier and cinematic table, you could put more interesting results in the center - this is kind of vanilla, as written.

And hey, this is FATE: a PC should be able to invoke an Aspect (or roll a Contacts skill) in order to move the result one square in any direction. The GM could compel in the opposite direction.

So what to people think? Is this an interesting sort of addition to a FATE game? I'm specifically trying to toss a little randomness into the game, since I tend to be a little scripted. Or maybe I've been reading too many blogs about Old School D&D?

**Random "How Do They Know Me" Table***Roll four FUDGE dice. To read the results, simply count over the number of +'s rolled, and down the number of -'s rolled.*This table is designed for a city intrigue and treachery style of game I am considering. I would drop it in front of a player when they encounter a random NPC, and have them roll to see how the NPC views them. Since this is FATE, the result could easily become an instant Aspect - yay, plot hook! (This is kind of one-sided table - it only says what the NPC knows about you, not the reverse. I figure it's more interesting if the NPC has the grudge.)

There are fifteen squares on the table. They are not equal! The three darkest squares - on the corners - should each show up 1/81 of the time. The next six darkest should appear closer to 1/20 of the time each; the next three about 1/13 each; and the three lightest, in the center, about 1/7 each.

In other words, common results are in the center, and unusual results are on the edges. Combined, the three center squares show up over 1/3 of the time. (According to my math, anyway. I was an English major.) +'s equal generally positive results, -'s equal negative results. If you want a crazier and cinematic table, you could put more interesting results in the center - this is kind of vanilla, as written.

And hey, this is FATE: a PC should be able to invoke an Aspect (or roll a Contacts skill) in order to move the result one square in any direction. The GM could compel in the opposite direction.

So what to people think? Is this an interesting sort of addition to a FATE game? I'm specifically trying to toss a little randomness into the game, since I tend to be a little scripted. Or maybe I've been reading too many blogs about Old School D&D?

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