The Tension Pool.   Posted by Book of Mudora.Group: public
Book of Mudora
 GM, 2 posts
 Long ago, in the
 land of Hyrule...
Mon 27 Jul 2020
at 04:15
The Tension Pool
For this game, we'll be using a mechanic from Angry GM called the Tension Pool.

Tension on the Road to Elturel

It'll mostly come into play in the form of tracking time, as follows:

As the heroes take action that would last a few minutes or hours, Time Passes. When Time Passes, a die is added to a pool on the Clock Counter: Moments or Hours. The dice in a pool are rolled when the counter fills up to 6 or when the heroes do something reckless that would attract attention. Any roll of 1 on the Tension Dice means a Complication occurs.

There are two speeds at which time passes on the Clock: Moments and Hours. Each Moments die represents around five to ten minutes of activity. When a Moments die is added to the Clock, any effects with a duration of ten minutes or less end. When the Moments counter fills up and is cleared, an hour has passed by, and any effects that last an hour or less end. Each Hours die represents around four hours of the day, and the number of Hours dice signifies generally what time it is.

1. Dawn: This is the period around sunrise and into the morning. About 4 AM to 8 AM.

2. Morning: This is the midmorning to noon period. About 8 AM to 12 PM.

3. Afternoon: This is the period after noon. About 12 PM to 4 PM.

4. Evening: From late afternoon to nightfall. About 4 PM to 8 PM.

5. Night: From nightfall to midnight. About 8 PM to 12 AM.

6. Predawn: From midnight to before or just around daybreak. About 12 AM to 4 AM.

When interacting with the Clock, here are the actions the GM can take:

Add a Die: Pick up a d6 and visibly drop it in the pool. If you just added the sixth die to the pool, immediately Clear the Pool. This is done when Time Passes.

Roll the Pool: Pick up all the dice currently in the pool and roll them. Take note if any of the dice show a 1. Then, put the dice back in the pool. If the pool is currently empty, roll one d6 by itself, note if it shows a 1, and then put that d6 aside. Donít add it to the pool. This is done when the players take a risky action.

Add a Die and Roll the Pool: Pick up a d6 and visibly drop it in the pool. If thatís the sixth die, immediately Clear the Pool. Otherwise, after adding the d6, pick up all the dice currently in the pool and roll them. Take note if any dice show a 1. Then, put the dice back in the pool. This is done when the players take a time-consuming risky action.

Roll a Full Pool: Ignore whatís in the pool. Pick up 6d6 and roll them. Take note if any of the dice show a 1. Donít change the pool in any way. This is done when the players take an action that lasts roughly an hour.

Clear the Pool: If there are six dice in the pool, pick them all up and roll them. Take note if any of the dice show a 1. Regardless of the result, donít return the dice to the pool. The pool is now empty. This is simply done whenever the Tension Pool reaches 6.