Oracle RPG
Oracle RPG
Oracle
What is an oracle?
In Greek culture, the oracle means a prediction of the future, or entity.
that makes predictions. But here it is represented as the answers that
would be given by the RPG master.
What is needed
You will need only 3 six-sided dice (3d6), or simply
roll a 6-sided die multiple times if needed.
A pencil and a sheet of paper to take notes on the game information. Besides
of great imagination and willingness for adventures.
Preparing
Choose your preferred system;
Take the character sheet of the system and create your character;
During the whole game you will use the tables;
Use the 'Mission Generator' and write down the mission;
The game and maps will be generated from this drawn mission;
Utilize sub-tables to create your 'bestiary' with the opponents
found in your adventure and the treasures found.
Playing
The adventure, locations, encounters, description, and map will be created.
randomly, but the adventure of what will happen will be you inside the
system, universe/world.
Within the background of the character you created, invent a
situation, a place, an event that will happen to motivate you
character to fulfill the drawn adventure.
Example game:
I will try to simulate in practice through topics how to play.
I chose my system and let's imagine an adventure in the world of
medieval fantasy.
I created my character, a Warrior named Arthum.
I used the table 'Adventure Generator:' I rolled 3d6 4 times: I got 10, 12, 12, 8 -
The adventure was: 'The heroes need to TRANSPORT A CULT that was
ARRESTED in a DEPOSIT.
Did it make sense?! But let's try to imagine something...
the man who arrived at the tavern was an old man, an elder who had long
I was at the service.
People paid attention to the old man when I approached and offered.
my services. The old man (let's call him Tallon) presents himself as
Tallon explains the situation.
It seems that this is new in the tavern, maybe it is the cult itself or
this old man asking for help.
Note that I can play in the description table as many times as I want.
for more details of each scene, but to move quickly let's
imagine that Arthum offered for the job.
Will Tallon follow me?
I rolled a 1d6 for yes or no
•Out: 1 = odd NO
The old Tallon did not follow me, but he pointed out where the depot is.
where his cult members are imprisoned.
It is raining, but nothing will stop the Warrior Arthum who is heading to
the deposit shown by the old man of the Tallon cult.
•
I think I'm going to roll a date to see what happens until I
arrive at the warehouse.
Roll 1d6 for 'Encounters during the journey'
Exited: 6 NPCs
I will use the 'Yes and No' to find out her gender.
•YES–Male, Not Female:
I rolled 1d6
•Left: 2 pairs = YES = Male
I think I want more details.
I will roll 1d6 for more 'description'
•Left: 3 = OLD
Then Arthur was walking and in the middle of the road he met a gentleman.
age, a good old man who started to talk to him.
Let's say this old man also heard about the cult and that the deposit
where it is full of dangers.
Note: If your meeting is with an enemy and you want to resolve it in a Combat
you can use the rules of your system to solve this, using
initiatives, shifts and actions.
At the end of the battle, ask the 'oracle' if he left any items.
If yes or no, and if it's 'YES', roll the treasures table.
After a few minutes of walking, I said goodbye to the old man and Arthum arrives.
to the deposit.
Skipping some scenes in the adventure, let's say we will then enter
in the deposit, however, we need to know what kind of dangers the hero will face
face.
So let's generate the location or the dungeon 'deposit'.
How I will want a large place with rooms, underground and exits.
I will roll 1d6 for each item on the 'terrain content' table.
Use the pencil and the sheet of paper to draw the map.
It would be like this:
Roll 1d6 to find out how many rooms
Left: 2 = two rooms.
Roll 1d6 to find out how many exits, that is: how many doors there will be.
revealing the rooms
•Came out: 5 = in addition to 1 that would be the entry, we will have 4 more doors of
outputs
Roll 1d6 to know how many underground floors we will have.
•It's out: 2 = we will have 2 more underground floors. (we can use
one of the 4 exits that came out so that one of them is the trapdoor for the
subterranean for example). However, for each floor to be normal
In the underground, we would have to roll the number of rooms, doors and
outputs.
But you can generate and draw each floor as you progress,
It doesn't have to be all at once.
Since I want battles and traps, I can use the 'possible' table.
"meetings" EVERY TIME I ENTER A ROOM.
Inside each room, I can also roll the table if I want.
description! In case I want more details about the room to imagine the
dinner.
And so I play, fighting, using the rules of my system.
to overcome the challenge. The important thing is to have a cool story in the end!
This is the entire mode of the game. You will need to create a harmony.
to generate results and imagine the scene in the context within your
adventure.
Maybe the result with the phrase or the word doesn't make sense, but how about
to strive to find a meaning, perhaps a synonym whenever
to imagine the scene.
The important thing is for you to use your imagination, generate random results.
to give the feeling of 'I'm not in control, I DON'T KNOW WHAT'S GOING TO'
"HAPPEN" to ensure the surprise and emotion in your adventure.
But let's say that the adaptation you play or some of the words
the tables do not match the adaptation of your system or do not match
with the reality that unfolds your story.
Don't let it be for that:
Create your own tables, your descriptions, your mission table.
everything!
You can and MUST change everything you want.
At the end of the booklet, we will have blank table templates for you.
even filling in adapting your adventures. Do not write in them! To
Instead, make photocopies and use the copies to create several other adaptations.
for various universes you want to play!
Adventure generator
NO YES
ODD PAR
5 Treasure* 12 Okay
Land content
6 Npc*
1D6 Rooms/ tickets
1D6 Walks
DESCRIPTION 1d6 1D3 Subterranean
6 poison 2 cure
3 Swords
4 Clothes, objects
5 Armors
6 Shields
7 Potions
8 Scrolls
9 Anés
10 Canes
11 Sticks
12 Magical items
Note: In this case, I used the D&D 1st Edition book to fill in the sub-tables of
enemies, treasures and traps.
RPG Solo
Oracle
The heroes
1d20 one ...what was... ...is...
they need...
1
2
3
4
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
ADVENTURE:
NO YES
ODD PAR
2 7
8
3
9
4
10
5
6 Land content
1D6 Rooms/ tickets
1D6 Walks