### 18 Responses to “The Mood of the Room”

1. Neat!

If folks are making tables like this, it may not be obvious that the different slots on the table have widely different probabilities. Here’s a rule of thumb: the more diverse your roll is (a mix of +, -, and blanks) the more likely that row is to come up on the dice. So a ++0- is actually 12 times more likely than a —-.

• Yeah, I didn’t have time to insert probabilities. I think of it more as “the further the sum is away from zero, the less likely it is”. ๐

• Except it gets funky with results like 0000 on this table. I think you’re very close to the ideal table, though – one in which the most likely results are the farthest away from the least likely results. So ++++ is least likely, you would get more and more likely and peak around ++0- or so, then get less likely towards 0000… then repeat the process.

• Yeah, I like how the quads are pretty rare. Homogeneity is rare in a variety of situations, too. ๐ It makes the ones with triples also pretty interesting — infrequent, but still likelier to show up (what, 4x likely, or something like that).

This also gets interesting if information is partial (players only see some of the dice that were rolled).

And interesting if the information is changeable (let’s try to turn that minus to a blank — silence our detractor, and move to a situation of multiple positive options).

And interesting if some of the information is treated as suspect. (The red die is subject to a reroll in act two!)

• Invoke to flip a single die to +! Compel to flip one to -! Or just to move up or down to slots…

I’m sure you know the odds, but since I worked them out last year when I was making this thing, I’ll share them here: http://graphytedesign.com/clients/rpg/FATE_triangle_results.png

• Yup, this is really a version of that triangle, only without the triangle presentation b/c I wanted to see the individual components of the four dice so as I could tell a story about them. ๐

• Ah, right. ๐ That’s the thing about Fudge dice, it’s so easy to forget they have three “sides” and not just two…

• I’ve updated the image with probabilities that map to your toned squares. Good stuff. I’m happy with the stuff that’s frequent being frequent, and happy with the rare stuff being rare. Nice shape.

2. Hey, someone else came up with my idea too. I should really post my notes somewhere.

3. This is a brilliant example of lateral thinking, and I intend to use it in non-fate games, too. Thanks for this!

4. I know the odds are correct, but why do I keep finding the rooms with “utter apathy and bureaucratic paralysis”? Maybe I should roll the dice before I go anywhere so I’ll know what to expect….

• Well, that might be common in real life (though I think the other stuff in the -1 to +1 range is pretty common too), this table’s more about frequency of appearance in fiction, ain’t it? ๐

5. I like this concept, I just feel there are to many options. For example the difference between — and — is very slight. I would actually prefer a 3DF roll with a more limited set to give me a feel for the scene without the fine subtle gradient between the options. It is just a personal prefernce for smaller tables and quick guides to interpert.

6. I like how this slightly assumes players are protagonists; when comparing ++- and +–, the former deals in vocal but small opposition, whereas the latter deals with hidden allies, but you’ll probably need to be the people to speak up.

I think this is a consequence of +’s meaning both freindly and generally non-antagonistic, and -‘s tending towards both antagonistic and opposed. Another system could add a few Tybalts to the mix, allied antagnonistic “loose cannon” elements that you might want to contain, but if players are the sources of action, then what they want to know about are those who will stand in their way, those who will ally with them, or those who will need to be motivated to do anything at all related to them.

That comes out quite well in the general probabilities, where there’s a 46/81 chance of no immediate danger, but a 80/81 probability of having some work to do if you come there with a purpose!

7. If you have multiple colors of FATE dice available, you could use them for this roll – and have each color represent a different faction present in the circumstance, thus also learning if there is cross factional intrigue or intrafactional division.

8. […] The Mood of the Room – Deadly Frendly […]

9. Good job. Hello, my name is Nicola and I am an Italian player of Fate. I want to translate this table with my own language, if you please.
Thank you.

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