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thunder9861

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A member registered Apr 24, 2021 · View creator page →

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A larger version has been a common request, I do plan on making a screen version that is one table per page to make it bigger. The method I used on Homebrewery to make the pocketfold doesn't scale up so simply, so I need to redo the document for that.

No ETA, this is the busy season for my job right now. But I can ping you when it is available.

oo! Thats a handy trick! 

Oh my gosh, this is incredible! You did an amazing job here, I never thought I would see Juice as a webapp! Do you mind if I share this out to a larger audience?

This is awesome to hear! Thanks for letting me know :D

I certainly will, thank you for being patient!

I hope it helps your games! Thanks!

i haven't heard of Lenormand, but I will check it out! I'm always looking for stuff like that. Thanks!

i don't have that available right now.

I'm not sure I fully understand the question.

There are a few PDFs attached to this project,one is the instructions, two are the printable pocketfolds (US and A4), and one is for screen reading. You should be able to set your printer to print the one you want.

If you are asking about the 8 little tables on the pocket fold as individual pages, I don't have that. 

These are excellent suggestions! I defintely agree with NPC generation tables, I already have a few designed out, I was just trying to figure out how to squeeze them in. The suggestion of scaling the icon size down is good, that would give me back a quarter of a page!

I also like the idea of a random magic table, I would probably make it similar to the trap table where two words are used to give a rough description of a spell.

And urban encounters! How did I miss that?!? I'll see what I can do.

Thanks!

I think more translations would be great! The problem is, I don't personally have the time or skills to do it, and unfortunately my source files aren't in a good state to be shared yet. I have no problem if you want to do this.

One of my goals (its coming along slowly, I know....) is to get all my source files into a git repo, with instructions on how to build the final PDFs. I also want to get all the tables organized into different formats (txt, markdown, json) for easy consumption into apps and stuff. 

So even though I don't have an ETA on any of that, I expect that translation will be much easier once all that is available.

I don't have any intention of doing a different genre than Fantasy.

I have some more ideas of things to add (even though I am really running out of space), but the icons are probably staying. Even if I took them out, I don't know if I have enough material to fill another full page.

What kinds of things would you like to see added?

Thanks for the feedback! And for a blog link, I''ll check it out.

Good idea on the lists, I missed that during my (crude) editing pass. I'll be sure to add some more details there.
I do plan on making a better screen version that is not so pocketfold-y (the existing one was a quick hack), but no eta for now. My real job is keeping me quite busy.

Ooo, great catch! I do think I should add that to the header! That was a more recent change that I forgot to update. 

Well spotted!

I have never considered something like that, I didn't even know that was a thing! 

Currently, I don't think it is feasible for me right now, for a few reasons:

1) I still tinker with it, even just minor things. The current version is very good and as "complete" as I have ever gotten it, however I still like to tinker, take community feedback, and make improvements as I use it for playtesting. I don't know if I like the idea of a "static" product.

2) I don't really have the time nor skills to do this properly. I would need professional layout software, I would need to manage proofing, ordering, shipping, etc. All of which would be doable, except...

3) I don't intend to monetize this product. I want it to remain free to all, with a low barrier to entry, so anyone can enjoy their games. Currently, printing a single page of paper is about as cheap and easy as it gets.

Now, with all that said, I do plan on getting all my sources, tables, images, etc released on Github so that anyone can recreate the pocketfold, or integrate it into their VTT/App of choice. If someone wanted to order themselves a higher quality version, nothing would be stopping them. But I do believe the licensing means no one else can sell it. 

Thanks for the idea! I may revisit this in the future.

Excellent, I'm glad it worked! Thanks for testing it out.

I appreciate the support! 

Ah, great catch, I made the wrong one A4! I'll reupload it this weekend, sorry!

No need to send any money, save it up to spend on dice or a book instead! 

Ah, excellent idea! I'll be sure to add a table on contents!

Glad to hear it has been handy for you! Happy to help

Pinging you, instructions are finally available:

https://thunder9861.itch.io/juice-oracle/devlog/1009177/juice-v11-with-instructi...

Pinging you, instructions and an A4 version are available now! I can't test the A4 version, but hopefully it works.

https://thunder9861.itch.io/juice-oracle/devlog/1009177/juice-v11-with-instructi...

Pinging you, instructions are released!

https://thunder9861.itch.io/juice-oracle/devlog/1009177/juice-v11-with-instructi...

Pinging you, there is an A4 version now. I can't test it, but hopefully it works!

https://thunder9861.itch.io/juice-oracle/devlog/1009177/juice-v11-with-instructi...

Thanks! I'm glad you enjoy it!

An A4 version (and a proper screen version) are on my todo list. I of course have no way to test the A4 version, but I will try my best. In the mean time, I believe after you print it, you can trim the edges smaller and it should fold a little better.

As for charging, I would rather keep it free. Any money / donations should go towards Tana Pigeon so she can keep making awesome Mythic content.

Hi, thanks!

The NPC behavior table: The top is a very shorthand reminder to myself. It says:

Disp: d 10A/6P, Ctx: @+A/-P, WH: Delta Ctx, SH: Delta Ctx & +/- 1

Ok, so when you make an NPC, they should have a Disposition of active or passive. This is how they tend to tackle things in life, sorta like introvert / extrovert. Some NPCs are calm and collected, I would say they have Passive disposition. Others are aggressive or energetic and spirited, I would say they have Active Disposition.

When rolling on the NPC Behavior, if they have an active disposition, roll with a d10. If they have a passive disposition, roll with a d6. Passive NPCs are "locked out" of some of the more active behaviors.

But along with their normal disposition, which you as a PC cannot change, NPCs also behave according to the current context (Ctx). Even a normally passive NPC might be very active in the current context of the scene. Their "activity" in this context specifies whether you roll with advantage or disadvantage.

For example, a friendly peasant NPC who wants to help you with your current issue might be an NPC with a passive disposition, but active in the current context. So you would roll a d6 with advantage. This will cause rolls to gravitate towards the action "gives something", which feels appropriate.

Now, an NPC's disposition is usually fixed, but you can use your system's social check to influence their activity in the current context. An NPC with an active disposition who is active in the current context has a good chance of wanting to start a fight (d10 with advantage). You could then do a Persuasion check (or whatever social check you have in your system) to try and calm them down. If you pass (or WH: Weak Hit in Ironsworn), you have the option of switching their context activity before the roll, such as rolling with disadvantage instead. If you get a "SH: Strong Hit (ironsworn), or perhaps a critical hit / natural 20 in D&D 5e", you can switch the context, AND you can do the roll and choose to add or subtract 1. This means that strong hits / critical hits essentially let you as the player choose between 3 results on the roll, depending on what your character wants to happen as a result of their passed social check.

As for the Random Tables, if you are referring to the ones under the name generator, I use the Person table when making a new NPC, I use the Object table for things like emblems on shop signs, Event gets used from the Quest generator, and sometimes I just roll Modifier + Idea whenever I am stuck.

(1 edit)

There is a comment just a little bit further down explaining the dialog grid, I hope that clears it up.

The location grid is for identifying where something might be (for example, asking a question like "where is the monster hiding" or trying to add more context to what a "remote" random event might mean. You can use the grid 2 ways: as a map, or as a compass.

For "map" mode, imagine your world map with a 5x5 grid overlaid on top of it (you can also start with a smaller region if you choose). Roll 1d100 to "zoom" into that section of your map. You can loop as many times as you want to get closer, such as zooming into a continent, then zooming into a specific region, then zooming into a settlement, etc. You can also skip all that and start wherever you want. The point is to pick a random cell on some map as the oracle's answer. I sometimes use it to say "where in the dungeon is the treasure".

For "compass" mode, imagine your character is at the center. Roll 1d100, and whichever cell is select tells you both the direction and the distance (the inner ring means close, the outer ring means far). Useful for "I heard a noise, where did it come from?". Also useful for determining which direction the creature tracks are headed, and how far you might be able to follow them before losing track (or requiring another skill check to keep the trail).


The name generator might be confusing at first, but it is very powerful. There are 4 columns. The last column is ordered such that the top half (the smaller numbers) gives more masculine sounding names, and the bottom half (the bigger numbers) gives more feminine sounding names. First, roll 1d20 on the first column, which tells you how to roll on the remaining 3 columns. If you see a 3+, it means roll 1d10 on the bottom half (the bigger numbers, think "advantage"). 3- means roll 1d10 on the top half (think "disadvantage"). No +/- means roll the 1d20 on the full table. (You can also roll 1d20 with advantage or disadvantage instead of rolling 1d10 if you want, it will still work out). Endings of "o", "a", or "i" mean append that letter to the end of the name. Many of the masculine endings can be made feminine by adding an "a" or "i".

The cool part is that the FIRST column is also ordered such that the smaller numbers give masculine sounding names, and the larger numbers give feminine sounding names. So you can roll on the first column with 1d20 advantage or disadvantage if you want to skew the results a certain way.


Examples!
Roll 1d10 on the first column, and get a "2". This corresponds to "12o", so roll 1d20 on column 1, 1d20 on column 2, then append an "o". 7, 19 -> Kasarko


For a roll of 10, this means roll on column 1 three times. Note that the first 5 entries of column 1 have (parentheses), for these you start with a vowel only at the beginning of the name, and use the (letter) if rolling for the middle of a name.
So rolls of 4, 14, 2 would be Olepe

A roll of 17 means "23+", so roll 1d20 on column 2, then 1d10 on the bottom half of column 3. 17, 1 -> Grana

A roll of 19 means "123-i", so 1d20, 1d20, 1d10 on the top half, then append "i". 2, 13, 8 -> Ejamoni

A roll of 13 means "12a". 11, 8 -> Belima

Hopefully that helps make sense of it. It is a bit tricky to squeeze such a versatile table into a small space while not making it too esoteric.

No, and I'm sorry! I havent had time to get back to this project. I will eventually, but no ETA on that.

If there is something specific you want to ask about, I can try to explain it, but the big document I was planning is on pause.

Glad it helps!

Thank you! I'm still slowly tinkering in the background, I'll try to remember to ping you on the next update :)

Copying this here from a Reddit question about how the Dialog Grid works:

Its very similar to the hexflower in Pettish (on itch). I like to treat dialog as a mini-game. Whenever you start a conversation with an NPC, start on the center square "Fact", say what you want to say to the NPC, then roll 2d10 to determine their response.

The first d10 specifies the direction on the grid to travel, and the tone of the response. The second d10 specifies the subject/target of their response. On doubles, the NPC ends the conversation.

So for example, lets say I ask the merchant if there are any discounts on swords. I roll 2d10 and get 2,0. The 2 means I move up one square, from "Fact" to "Need", the tone of the response is "Neutral", and the subject is "Us" (from the 0).

Oh, also, the top two rows, in italics, indicate that the response is related to the past, while the bottom 3 rows indicate that the response is related to the present.

So this merchant's response is neutral, about something they need, something from the past, and about "us" (from the perspective of the merchant, perhaps the merchant's guild or something).

You could then interpret this however you wish. Maybe they are low on stock due to monster attacks on the road, making it hard to order new supplies. I generally like to try and spin it into a sidequest of some sort.

If you continue the conversation, have your character say what they want, then roll 2d10 again, and move from the "Need" square to the next. For example, a roll of 8,3 would right shift to "Query". This means the NPC would aggressively ask a question with a subject of "me" (again, from the perspective of the NPC, literally him). For example: "What am I supposed to do??"

Continue as long as you wish (or until rolling doubles), flushing out the dialog to introduce hints, lore, quests, or whatever into your world.

Thanks! Unfortunately, I haven't had time to work on it more recently. However, I do have it no my todo list to get back to this, and an A4 (as well as a better screen readable version) are both on the list. I'm sorry I don't have anything for you right now.

Yea, I've been meaning to get back to writing, but life has gotten in the way.

Its very similar to the hexflower in Pettish (on itch). I like to treat dialog as a mini-game. Whenever you start a conversation with an NPC, start on the center square "Fact", say what you want to say to the NPC, then roll 2d10 to determine their response.

The first d10 specifies the direction on the grid to travel, and the tone of the response. The second d10 specifies the subject/target of their response. On doubles, the NPC ends the conversation.

So for example, lets say I ask the merchant if there are any discounts on swords. I roll 2d10 and get 2,0. The 2 means I move up one square, from "Fact" to "Need", the tone of the response is "Neutral", and the subject is "Us" (from the 0).

Oh, also, the top two rows, in italics, indicate that the response is related to the past, while the bottom 3 rows indicate that the response is related to the present.

So this merchant's response is neutral, about something they need, something from the past, and about "us" (from the perspective of the merchant, perhaps the merchant's guild or something).

You could then interpret this however you wish. Maybe they are low on stock due to monster attacks on the road, making it hard to order new supplies. I generally like to try and spin it into a sidequest of some sort.

If you continue the conversation, have your character say what they want, then roll 2d10 again, and move from the "Need" square to the next. For example, a roll of 8,3 would right shift to "Query". This means the NPC would aggressively ask a question with a subject of "me" (again, from the perspective of the NPC, literally him). For example: "What am I supposed to do??"

Continue as long as you wish (or until rolling doubles), flushing out the dialog to introduce hints, lore, quests, or whatever into your world.

Hi!

On the "back" page (the one with Quest at the top, when everything is folded up) there is a Random Event table in the middle section.

So lets say you are asking a Fate question, and you roll double blanks (using the + / 0 / - Fate dice). That triggers a random event. Roll on the table. Lets say you rolled a 4. That corresponds to Immersion Event, so you would then roll on the Immersion table.

If instead you rolled "Plot Armor", then you can help your character get out of a sticky situation to move the story forward. Or perhaps you rolled "Remove Event". This indicates something happens far away, that might not be related to what your character is doing right now. If you don't have any ideas right away of what that remote event might be, then roll on the meaning tables. Lets say you roll 2d20 and get 11,13: "Activate Aromatic". Maybe that means a town has just opened a bakery and is making super delicious never-before-seen food, how would that change the economy and travel conditions? Or maybe it means some toxic sludge monster has made an appearance.

The Random Event table is really designed to help trigger things you may normally forget about during normal play, such as managing lists, advancing time, and keeping the world around you alive.

Not sure if that helps, but hopefully!

Thanks! I hope you get some use out of it!

Thanks! My progress dropped off a lot during the holidays, but slowly getting back to it.

Thanks! I hope it is useful to you :)

Thanks for taking a look and for the feedback! I'll see what I can do about that. I'm planning on writing up the full instructions first, but after that I can attempt to make a mini-version.

I chose NC because I don't want people selling my work.

I plan on keeping the license CC BY-NC-SA. Can you expand on why you want this changed?