TEXT: 1
  Crunchier auditing
  For those who enjoy crunchier game mastering experiences I have constructed the following rules. They are 
  specifically designed to give you as the Auditor a bit more guidance and structure when creating an adven-
  ture for the motley crew of miscreants. These are all complementary and optional rules to the original 
  Auditor rules. 
  Optional Auditing Rules
  Some complementary and optional rules for a crunchier experience
  Annotated by me, Theodyra Clockworth - Keeper of faith - Auditist
  In ‘A one in a million chance at adventure’ you will often need to decide on a difficulty modifier for a challenge 
  the players are trying to overcome. This is done in four different ways, depending on the way that the players 
  choose to address the problem ahead. The first thing that happens in any challenge is that the players declare 
  their intent, what they wish to achieve, and subsequently; you realizing what they are trying to do would be 
  hard for them.
  Whenever the players are doing something your role as the auditor is to judge how difficult that something 
  is for the character attempting it. In the core rules, this is something left to the discretion of each individual 
  Auditor. However, that free form approach of playing does not fit all players or game masters. For a more 
  structured way of doing this follow the instructions below. 
  When an adventurer attempts something: 
  1. 
  Player(s) declare intent, the Auditor evaluates if the act needs a roll or not.  If you answer ‘yes’ to 
  any of the questions below a roll is needed.
  • 
  Is the thing attempted something that the character is a novice at (for example a thief will know 
  how to steal, but not necessarily how to prepare a three-course meal for a king)?
  • 
  Is there any type of pressure while doing it (for example a time constraint, being watched, only 
  having one shot at it, etc.)?
  • 
  Is anyone actively working against the interest of the adventurer (is another adventurer or an NPC 
  trying to stop them)? 
   
  2. 
  The Auditor decides challenge attributes; decide two attributes that narratively makes sense to 
  use for the situation at hand. 
  • 
  Trickery - deceptive behaviour; lying, conniving, conspiring, hiding, sneaking, surreptition
  • 
  Wits - awareness and observation; searching, pattern-finding, riddle-solving, translating 
  • 
  Force - coercion and heavy lifting; demanding, threatening, carrying, brute-forcing, bashing
  • 
  Speed - nimbleness and reactions; avoiding, thinking on your feet, running, sleight-of-hand
  • 
  Determination - showing backbone and getting through hardships; enduring, deciding, out-lasting 
  3. 
  Players decide what attributes or skills they will use in the attempt.
  • 
  Declare to the adventurer trying to do something that what they are doing will require a roll, ask 
  what attributes or skills they wish to use for the roll, 
  4. 
  Generate a difficulty level; follow instructions for the appropriate type of challenge. The challenge 
  can be an unskilled challenge, a skilled challenge, a combat challenge or a conversation challenge.
  • 
  Unskilled challenge; the player chose to use two attributes.
  • 
  Skilled challenge; the player chose to use one attribute and one skill.
  • 
  Combat challenge; the test is needed to resolve a part of combat.
  • 
  Conversation Challenge; the test is needed to resolve a part of a conversation.
  Setting the difficulty of a challenge
  Written by Johan C. Eriksson
  Published 2021-02-24
  
  2
  If the player decides to go with both of the 
  challenge attributes the challenge is considered 
  to be a really easy challenge (-1)
  If the player chooses to use only one of the 
  challenge attributes it is considered to be a 
  regular challenge (no modifier).
  If the player chooses to use none of the chal-
  lenge attributes the challenge is considered a 
  hard challenge (+1).
  For each injury note, the player has the chal-
  lenge difficulty modifier increases one step to 
  the maximum of extremely hard challenge 
  (+3) 
  How to calculate difficulty when 
  the adventurer is not skilled
  If the player decides to go with one of the 
  challenge attributes in addition to the applica-
  ble skill, the challenge is considered to be a 
  really easy challenge (-1)
  If the player uses an appropriate skill but 
  not any of the chosen challenge attributes 
  it is considered a regular challenge (no 
  modifier).
  For each injury note the player has the 
  challenge difficulty modifier increases one 
  step to the maximum of extremely hard 
  challenge (+3) 
  How to calculate difficulty when 
  the adventurer is skilled
  Unskilled Challenges
  Whenever a player is trying to do something 
  without having a skill appropriate for the situation, 
  and the challenge is not a conversation or combat, 
  it is considered an unskilled challenge. Whether it is 
  a bureaucrat with early onset rigor mortis trying 
  to climb a rope or a profusely illiterate barbarian 
  trying to debate in the city council, the difficulty 
  of the challenge is handled in the same way.
  Skilled Challenges 
  If a player is using a skill to solve a physical challenge the 
  way to calculate the difficulty changes a lot. Since they then 
  know something about the thing they are attempting, they 
  are facing a less daunting challenge. In the end, you as the 
  Auditor decide whether or not a skill is appropriate for use 
  in a certain situation or not.
  Combat challenges
  When playing out any type of physical altercation between the player and any type of non-player-being you 
  should follow the pattern below. Instead of the player’s aptness at the given situation, the thing that matters is 
  what the NPC brings to the proverbial table. The combat can be one combat challenge or several.
  Why is the NPC fighting? What is their end goal? See to their story and characteristics. The judgement 
  is to be made so that it fits the general narrative.
  Choose one reason: prove a point, fulfill a contract, ambition, love/hate 
  Choose one end goal: scare, hurt, cripple, kill 
  Check your decisions against the combat difficulty table below. The result is the type of modifier that is added 
  to each roll for the duration of this combat. 
  Prove a point
  Fulfill a contract
  Ambition
  Love/Hate
  Scare
  Really easy
  Really easy
  regular
  Hard
  Hurt
  Really easy
  regular
  regular
  Hard
  Cripple
  Regular
  regular
  Hard
  Really hard
  Kill
  Hard
  Hard
  Really hard
  Extremely hard
  Reason for fighting
  End goal
  
  3
  Conversation challenges and Social stamina 
   
  When an adventurer is talking to someone and there have been one or more conversation challenges the 
  optional rule of social stamina can be used to lend the conversation some structure. Social stamina can be 
  considered as a simulation of how much patience or social skill the adventurer has. In social challenges you 
  create a pool of social stamina, which is a temporary stat, based on your current number of attribute points 
  following the formula below:
  10 - (your total of Attribute Points) = Social Stamina Points
  The adventurer uses up their pool of points during the conversation in order to avoid any negative effects of 
  failed conversation challenge rolls. At the end of a conversation, the social stamina is nullified.
  • 
  Avoiding a failed roll costs 2 social points.
  • 
  Avoiding the consequences of a regular success costs 1 social stamina point.
  • 
  A proficient success means there is no cost of social stamina points.
  • 
  If the player has no social stamina points left they can choose to increase the difficulty modifier one step 
  to avoid the consequences of failure. Don’t forget that the highest level of difficulty in social challenges 
  can create a physical altercation.
  This means that if your character has a lot of attribute points they will have a harder time socializing. Magic 
  users and luck-based characters have an easier time talking and socializing. Most, if not all, vices and com-
  pulsions are easier to roleplay in detrimental ways during conversations and social encounters, this, in turn, 
  means that it is very favourable for characters needing a steady income of narrativium to be “good conversa-
  tionalists” aka. Having low numbers of attribute points leads to having high social stamina.
  Intellectual challenge
  Pride
  Personal Honour
  Family honour
  Slight disagreement
  Really easy
  Really easy
  Really easy
  Regular
  Argument
  Really easy
  Really easy
  regular
  Regular
  Heated argument
  Really easy
  regular
  Regular
  hard
  Fight
  Regular
  Regular
  hard
  Really hard
  Physical fight (PC winning 
  escalates into physical 
  combat)
  Regular
  hard
  Really hard
  Extremely hard
  Whats at stake?
  Defence level
  Conversation Challenges
  When playing out any conversational interaction it can sometimes be good to consider them as if a sort of 
  mental combat. Consider the prospect of arguing with the patrician a good example of an extremely hard 
  challenge for the player, a tense situation where the result of the player winning the challenge might actually 
  escalate into physical combat as the patrician summons his guards to remove the PC from the room. A con-
  versation can contain several conversation challenges. It might not always be clear at the start of a conversa-
  tion if it will evolve into a challenge or not, but if it does these things should be considered:
   
  Why is the NPC holding its ground? What do they stand to lose? Pride? Ignorance? Dislike for the PC? 
  Superior knowledge? Social position?
   
  What’s at stake?  
  You should consider why the NPC is engaging in this verbal conflict. Choose between Intellectual challenge, 
  Pride, Honour, Social status or Wealth. 
   
  Defence level:  
  The defence level is describing to what level the NPC is willing to defend their position. Choose between 
  Slight disagreement,  Argument, Heated argument, Fight or Physical fight. 
  
  4
  Progression in long campaigns
  When running longer campaigns it is up to each group to define how they want to deal 
  with progression outside of the readjustment of skill points. As some of you might have 
  noticed already, the progression system in the core rules of A one in a million chance at  
  adventure is geared towards running one-shots and shorter campaigns. One clear example 
  of this favouring of short campaigns or one-shots is often apparent in character creation; 
  there is often no reason to go for low attribute points since you can gain narrativium as you 
  go along. The following optional rules are meant to amend this problem. 
   
  Narrativium rewards for longer campaigns 
  A player may at any time try to play on one of the Vices & Compulsions to try to get some more narrativium 
  points. They need to roleplay one of these negative traits in a way that complicates or works against them-
  selves, narratively speaking, their attempt is then judged by the Auditor whether or not the attempt grants 
  them a new point or not. For a more rule-bound, less free form way of doing this, you can leave it up to a die 
  roll. The player then declares their intent to gain a new narrativium point, roleplays the scene as they see fit 
  and then you roll 1D10 to see if they gain a new point or not. Follow the chart below to see the result.
  Gaining new traits and backstory
  When finishing longer story arcs often there is a need to stop and reflect on how those story arcs affect our 
  characters. Things that happen do change us all. The way I suggest dealing with this is by a system inspired by 
  a system found in the Burning Wheel (2002) rules.  
   
  At the end of a longer adventure (5 or more sessions), the Auditor and the players may suggest new traits for 
  the characters. These traits should be connected to some major event or happening that was part of the  
  adventure so far. Each player can suggest one or two traits for each of the characters. For examples of traits 
  see the random tables found at the end of the core rule book named “Positive Attitudes (1D66)”, “Less 
  fortunate Attitudes (1D66) “, “Pleasant Smells (1D66) “, “Not so Pleasant Smells (1D20) “, “Identifying Traits 
  (1D20) “ and “‘Heroic’ Titles (2D10) “. These are of course just examples of traits, and a trait can be both 
  positive and negative, a trait can be physical or psychological. Traits should not impair the character or make 
  playing them a hassle, they shouldn’t be a type of punishment. Players get to discuss the suggested traits with 
  each-other, the Auditor has the right to object to a trait if the trait doesn’t fit the narrative of the character or 
  the world at large. There is no voting on these traits, instead, a player basically gets to pick up to two traits 
  that they feel are the most inline with their characters journey so far. Remember that the Auditors job is to 
  act as the guard of the internal logic of the world. It is not to judge whether something is good or bad for the 
  story, rather if it fits within a) Discworld, and b) the narrative so far; is it logical?   
  When players have decided on what traits their character have gained it is noted under the Description 
  section on the character sheet. 
  In addition to this, a player may now add to their Story so far to include more details around the things dis-
  covered about their character during play. They may not at this point invent new pieces of backstory, but are 
  here limited to expanding on things in relation to discovered skills or traits, or remembering specific events 
  that their character lived through during the campaign (this will, in turn, allow them to create new types of 
  skills in the future since that creation is made with the story so far as a base for what is reasonable or not). 
  Player total attribute points
  Roll 1D10
  5
  2-10 = +1 Narrativium
  6
  3-10 = +1 Narrativium
  7
  5-10 = +1 Narrativium
  8
  6-10 = +1 Narrativium
  9
  8-10 = +1 Narrativium
  10
  9-10 = +1 Narrativium
  Vices & Compulsion reward table
  
  5
  Thematic plot building  
  In order to set up your coming session, maybe you want some randomized goodness to 
  stimulate your imaginative powers. Below you’ll find a few random tables based on themes 
  found in the various plotlines of the Discworld series. The names of the tables are the pop-
  ular names for the different plotlines.
  1. 
  Injustices
  2. 
  Morality
  3. 
  Cultural differences
  4. 
  Class
  5. 
  Law keeping
  6. 
  City life
  7. 
  Personal growth
  8. 
  Conspiracies
  9. 
  Sleuthing
  10. Finding the culprit
  The City Watch  (1D10)
  1. 
  Headology
  2. 
  Superstition
  3. 
  Aristocracy
  4. 
  Country life
  5. 
  The cycle of life
  6. 
  Elves
  7. 
  Kings & Queens
  8. 
  Respectability
  9. 
  Magic
  10. Responsibility
  The Witches  (1D10)
  1. 
  Life
  2. 
  Death
  3. 
  The point of it all
  4. 
  Shifting time-lines
  5. 
  Inevitability
  6. 
  Fates
  7. 
  Anthropomorphic 
  personifications
  8. 
  Family
  9. 
  Care
  10. Hope
  Death (1D10)
  1. 
  Bureaucracy
  2. 
  Industry
  3. 
  Economy
  4. 
  Bootstrap-pulling
  5. 
  Guilds
  6. 
  Conspiracies
  7. 
  Scams
  8. 
  Morality
  9. 
  Self improvement
  10. Class
  Moist Von Lipwig (1D10)
  1. 
  Magic
  2. 
  The fabric of reality
  3. 
  Manifestations of  
  imagination
  4. 
  The Fantastic
  5. 
  Unseen University
  6. 
  Academia
  7. 
  Hierarchy
  8. 
  Fate
  9. 
  Dungeon dimensions
  10. Spells
  Rincewind/The wizards  (1D10)
  1. 
  Fairies
  2. 
  Coming of age
  3. 
  Accepting  
  responsibilities
  4. 
  Nac Mac Feegles
  5. 
  Relationships
  6. 
  Nightmares
  7. 
  Identity
  8. 
  Self sacrifice
  9. 
  Prejudice
  10. Kindness
  Tiffany Aching  (1D10)
  Using the thematic plot building tables  
  When preparing a campaign or play session it is beneficial to always include a question or 
  two in Session Zero (the preparations session where you create the characters and agree 
  on fundamental things before playing) about the player’s favourite plotlines (or characters) 
  in the Discworld series. It will allow you to get a bit of an understanding of what types of 
  themes or ideas that they are expecting to see in their adventure. After figuring out what 
  the players might be expecting, roll on the Thematic Plot Building tables.  
   
  Adventure length and themes: 
  For a one-shot: roll once. 
  For a short campaign: roll twice.  
  For a longer campaign: roll four times. 
  
SOURCE: textdata/thevault/A one in a million chance at adventure - a Discworld tribute/A one in a million - Optional Auditing Rules.pdf