Work on overland travel times has created the need to know what
the weather is like around Alnwich throughout the year. I’ve seen this handled
a couple of ways throughout the years, ranging from GM fiat to intricate tables
that nearly require a meteorology degree to parse. Today, I’ll examine these
different options, settle on one, and then develop it to fruition.
GM Fiat
This method sees the GM arbitrarily decide what the weather is on
a whim. He might have story reasons in mind, or he might just feel rainy. This
has a few advantages: The GM doesn’t have to worry too much about prepping extensive
weather tables ahead of time or rolling before each new day – possibly on
intricate tables. Furthermore, the GM can tailor the weather to the dramatic
needs of the story.
GM fiat can also lead to inconsistencies in the weather that make
it unbelievable – e.g., it was 90°F yesterday, it’s 40°F today, and you’re not
gaming in central Florida. This can break suspension of disbelief, but more
importantly, it reduces player agency by denying players the tool of
predictability to adequately prepare for what lies ahead. This latter issue is
the breaking one for me.
Copy a Location
This method is used quite successfully by +Peter Dell’Orto over
at Dungeon Fantastic. It lets him generate realistic weather on the fly in a
predictable way without the need to resort to tables. In fact, I almost went
this route until I realized there is a key difference between how I intend to
conduct my game versus how he does his.
In Felltower, he takes the weather on game day in a real world
location for the weather in that session. This is great if you plan on
enforcing a one-to-one relationship between game times and real world times,
but I can see issues arising over time if the players take more than a day on a
delve. There are a couple of ways to address these issues, none of which are to
my liking. You can have the weather unchanging during the session, make up the
weather as you go, or consult historical almanacs. The first is kind of boring,
the second has the same issues as GM Fiat because that’s what it is, and the
third will require you to use that almanac for every session after the first
consultation.
Make a Weather Table
The final option is to make my own weather tables so I can, in
old-school form, roll on a table and randomly determine something I need in
that moment. This requires a bit of work up front, since I have to make said
tables from scratch, but this has precedent. Most recently, The Hall
of Justice by +Douglas Cole provides weather tables for the Nordlands.
This approach, if done well, has the benefit of providing predictability in
weather by season, but still maintaining the kind of randomness inherent in nature.
The downside is that it takes a fair amount of work to produce a reasonable set
of tables, and possibly multiple rolls.
For my purposes, multiple rolls are not an issue, since I use a
random number generator to create my table picks. With a computer, these can be
as numerous and complex as necessary and still require a single click in game,
but I would try to keep my tables simple so they could be easily used with dice.
Which One?
By now, you have probably guessed based on my verbiage that I
like the table approach, but also like the idea of copying a location. Also, I’m
a bit of a math nerd, so I am going to combine the two options into one!
For starters, I will pick a location that fits the feel I’m going
for, in terms of weather. Glancing over climates of major cities for which climate
data is readily available, Moscow seems to be the right amount of cold versus
warm and rainy versus dry. This means there will be snow cover for about half
the year and comfortable weather the other half. Moreover, there will be pretty
consistent precipitation in various forms, with snow in the winter and rain in
the summer. I was also able to find data on standing snow depth by month, so I
can include overland travel penalties in this, as well.
Building a Weather Table
So I have lots of data that needs to turn into random tables. This
may seem like a daunting task, but rolling multiple d6s as opposed to a d20 actually
makes this kind of easy. First, let’s consider the means we need. These are
taken straight from the climate data. January has a mean temperature of
20.3° F (I will ultimately drop decimals, so don’t worry!). That means
that the average result for a roll in January should be 20.3° F.
But that’s not the entire story. We also need to consider the
spread of results. Are temperatures closely clumped around 20.3 or are they
spread evenly from -459.67° F to 500.27° F? Without diving into a lesson on
statistics, I’m going to assert that temperatures, if taken over a long enough
time period, will tend to clump up in normal distribution, which is math jargon
for a bell curve with a high peak and thinner tails. More than that, we know
that with a normal distribution, 99.7% of all data points will fall within
three standard deviations of the mean! This is great news because now we can
keep the temperatures clustered and control how
clustered they are simply by selecting the type and number of dice rolled to
get our result.
Using this website because I’m too lazy to work out the math myself, I find that rolls on 4d6 have
a mean of 14 with a minimum and maximum values right about three standard
deviations away. This means that if I roll 4d6 and add [Mean Temperature]-14 to
the results, over time, this will produce the desired mean temperature with all
results falling within 99.7% of that mean. Now I only need one number per month
on my table – the amount to add to a 4d6 roll.
Next, let’s consider temperature extremes during the day. These
are given in the data as the daily low and the daily high, and they happen to
be the same distance from the mean daily temperature. So for each month, I only
need to record that distance and I can generate the coldest and hottest it will
get that day by adding or subtracting the low/high distance from the rolled
mean – if it even matters in the game.
I’ve also mentioned that I have data on precipitation and snow
coverage – both useful for determining travel conditions, visibility, etc.
These numbers get a bit hairier when converted to percentages, so I’ll use
1d100 to determine these. Ok, ok, ok, I know that’s not very GURPSy;
quit throwing things at me! It’s just more elegant and advantageous than using
lots of d6s. In fact, to even approximate this otherwise, I would need to roll
1d, 1d, 1d and have one percent represented by two rows on a massive table that
doesn’t need to be massive. It’s far easier to just roll 1d100 and be done with
it, so nyeh.
Lastly, we will use 3d6 for the snow coverage and have the table
output Light, Deep, or None for snow coverage. This actually works out pretty
well with the data provided because most months with snow have a lot of snow on the ground. Based on
average and maximum snow depths, I’ve set the deep winter months with near
certainty of Deep snow, spring and summer months as having None, and autumnal
months as having fair likelihood of Light with chances of both Deep and None. This
suggests snow melts pretty suddenly in Alnwich, but it piles up relentlessly in
fall.
This might seem like the last bit of information we need, but
there’s one thing missing that might affect player choices and gameplay – hours
of daylight. This isn’t so bad to handle, since it is very rigidly set by
physics. The final row in our table will include the number of hours of
daylight and night time for each month.
So what does this look like?
Alnwich Weather Table
Jan
|
Feb
|
Mar
|
Apr
|
May
|
Jun
|
Jul
|
Aug
|
Sep
|
Oct
|
Nov
|
Dec
|
|
Temperature
|
||||||||||||
4d6+
|
6
|
6
|
16
|
30
|
42
|
49
|
53
|
49
|
38
|
28
|
16
|
9
|
High/Low
|
5
|
5
|
6
|
8
|
10
|
9
|
9
|
8
|
8
|
5
|
4
|
4
|
Precipitation (1d100)
|
||||||||||||
Snow
|
1
|
1
|
1
|
1
|
–
|
–
|
–
|
–
|
–
|
1
|
1
|
1
|
Mixed
|
59
|
58
|
36
|
4
|
1
|
–
|
–
|
–
|
1
|
11
|
34
|
59
|
Rain
|
75
|
72
|
55
|
21
|
4
|
1
|
1
|
1
|
4
|
24
|
61
|
82
|
None
|
78
|
76
|
65
|
54
|
43
|
48
|
46
|
46
|
54
|
63
|
81
|
88
|
Snow Coverage (3d6)
|
||||||||||||
Deep
|
3
|
3
|
3
|
3
|
–
|
–
|
–
|
–
|
–
|
3
|
3
|
3
|
Light
|
15
|
15
|
13
|
4
|
–
|
–
|
–
|
–
|
–
|
4
|
5
|
10
|
None
|
–
|
–
|
17
|
8
|
3
|
3
|
3
|
3
|
3
|
7
|
11
|
15
|
Daylight Hours
|
||||||||||||
Day
|
8
|
10
|
12
|
10
|
16
|
17
|
17
|
15
|
13
|
11
|
8
|
7
|
Night
|
16
|
14
|
12
|
14
|
8
|
7
|
7
|
9
|
11
|
13
|
16
|
17
|
Tying It All Together
This approach gives me a single table that provides a realistic weather
– because it was based on weather in a real place – determined randomly with
only three dice rolls. Sure, one of them doesn’t use d6s, but I’m okay with that
for my own purposes. Those who want to only
use d6s can certainly construct a similar table using 1d6, 1d6, 1d6 rolled
individually, but that’s going to be a messy table. Also, if you use a random
number generator, this becomes a trivial process.
What I like most about this is that it provides predictable typical
weather. Naturally, unusual weather may occur, and I have another table for
that, but these tables tell the players what to expect in the area. This lets
them plan their travels accordingly without me, the GM, imposing anything on
them. They decide if there is an “adventuring season” or not. They decide if
they buy snow shoes or skiis or not. Are there optimal choices? Sure – after
all, people don’t invent new modes of transportation because it makes travel harder –, but whether or not the players
choose to use it is ultimately in their hands and not at the whim of an
arbitrary GM.
What do you think? Did I hit all of the points? Is this too
complicated? How do you handle
weather in your games?
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