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Chess Based Spatial Distortions for A Red & Pleasant Land

Some gameable content... 

A Red & Pleasant Land by Zak S. makes a lot of references to the way space and time have become distorted and ravaged by the Slow War. The spatial effect of this is supposed to be especially bad in the Interior. I like this. Makes me imagine things like taking shortcuts across Voivodja using discovered interior routes. Feels like it could give players an interesting choice over whether to travel via the overland gardens or the underground interior.

Can I create a tool for randomly generating useful interior spatial distortion?

  • The map of Voivodja is made up of squares, not hexes. In my campaign, it's an area of 40x30 squares. Here's what my players have explored so far:
  • Hey, you know what else is square and fits in with the themes of AR&PL? Chess
  • Players enter the Interior at some square. After some exploration, they are likely to find a different exit out of the Interior.
  • Where does that new exit lead to? Same square? Nope, the ravages of spatial distortion mean it exits at an entirely different square.
  • Roll a d6 and a d8:
d6d8Chess Piece
1-31-8Pawn
4-61-2Bishop
4-63-4Knight
4-65-6Rook
4-67Queen
4-68King
  • Based on the resulting chess piece, determine what square (relative to the entrance square) the new exit leaves at:

Pawn

original d8 roll 

Bishop

d4 roll, original d6 roll

Knight

new d8 roll

Rook

d4 roll, original d6 roll

Queen

new d8 roll, original d6 roll

King

new d8 roll

If we want to get even crazier, could do something like have Queen exits extend even farther.

Once an exit is established, don't change it. Allow your players to use their discovered knowledge: take shortcuts across the country, sell the information to one or more interested parties, etc.

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