From publisher blurb:
The Random Chance Issue
The House of Ill Fortune - Minigame and Random Encounters Table
It stands at the edge of town, or on the oldest street, or out in the country. It is usually decades – sometimes even centuries – old, although it might be new and modern and alien in this way instead. Its doors and windows resemble a screaming face, or express the bland idiocy of a serial killer. It is the haunted house, and you have found yourself inside it while we talked. And now the door swings shut, although there is no wind.
The House of Ill Fortune lies somewhere in the misty halfway world between “random encounter table” and “minigame,” and you can certainly use it as both, or either. As a random encounter table, or random scenario design generator, the GM can simply use this as an idea mine and pick her preferred outcome from any given table or set of options. Toward the game axis, playing the card you’re dealt is kind of the point, but don’t wreck the game if something just seems completely impossible to fit into the story you’re building.
Text: Kenneth Hite , Art: Lukas Thelin
Chance would be a fine thing
This issue we approach the realm of chance. Rather than deep-diving into how probability is used in game design theory - which would be tedious to those less interested in mathematics - we shall instead create some new RuneQuest creatures, items and spells which manipulate chance.
Text: Pete Nash, Art: Reine Rosenberg
11 Shipwrecks – a Random Encounter Generator
These eleven shipwrecks represent a diverse array of ships and crews with potentially fantastical elements and curious discoveries amid their cargoes. (We’ve also included a bonus wreck that might not be a ship at all.) Get out your dice!
Text: Will Hindmarch, Art: Magnus Fallgren