|Photographer: Francis Firth (1857; Public Domain)|
Nearly a year ago your humble host stated that he would “more thoroughly” examine Gregory L. Kinney's World Action & Adventure role-playing game. WA&A doesn't warrant the level of analysis that this blog has afforded more interesting games, yet there are a few aspects upon which your humble host shall deign to reflect. The aspect reserved for today's post is what Kinney refers to as “Explorer's Findings,” discussed in Chapter Eight (titled 'Random Encounters') of the Official Guide. On page 110, Kinney explains:
Findings of this sort often promote great action and adventure. An explorer's finding is often hidden from civilization and difficult to find. Once found, trespass, danger, and treasure are often the active ingredients.Kinney then provides various tables, some of which your humble host renders for the edification of his cherished readers. Some scans from the Official Guide are provided; however, some of the tables displayed in this post have been reformatted, altered for esthetic purposes and – when necessary – corrected. The tables with alternating shaded rows are distinct from Kinney's copyrighted material.
The first table shows the type and frequency of nine types of 'findings' for six 'specific terrains.'
The next table shows “if an explorer's finding can exist in a particular region. If the result from table 1 does not agree with table 2, then roll again on table 1.”
Basically, the purpose of this second table can be summed up with the following admonitions: Coniferous and deciduous forests can't have pyramids. Tropical Forests, savannas, and deserts can't have dungeons. Tropical Forests also can't have ghost towns. The third table shows the possibilities for various “features.”
'Creatures,' 'guards,' and 'treasure' are self-explanatory. However, if a lost mine has guards, is it really lost? What about ghost towns with guards? Anyway, 'peril' refers to the structural integrity of the 'finding,' with six possibilities: (1) weak floor, (2) weak walls, (3) weak supports/pillars, (4) cliffs or pits, (5) narrow/weak bridge, and (6) entire structure might collapse.
Kinney has this to say about 'riddles' on page 118 of the Official Guide:
Riddles bring about mysterious action. When a riddle is encountered, the Action Guide makes up a riddle on the spot, unless he has already made some. The riddle can be a rhyme, pun, play with words, or mixed up statements. As long as the Action Guide can come up with a clue or hint for the actors' characters, that is all that is required.
Kinney's riddle determination tables:
Kinney's trap tables:
Details for three sizes of lost mines:
Details for three sizes of pyramids:
Details for three sizes of ghost towns:
With regard to 'Points of Interest,' Kinney lists eight varieties: (1) bridge, (2) church, (3) gallows, (4) mill, (5) mine, (6) river, (7), tower, and (8) well.