DiaD - Quick, varied and interesting Random Encounters
Each hour of in-game time the GM rolls one of each die type (i.e. d4, d6, d8, d10, d12) to determine what, if anything, happens. d4 - Faction d6 - Encounter Type d8 - Strength d10 - Placement d12 - Weather With practice the dice can be rolled together and interpreted pretty quickly. Generally lower number are worse for the party. Some initiative is of course required of the GM to interpret the inputs. Ignore any combinations that don't make sense or are irrelevant, and don't hesitate to replace any results with an outcome that makes more sense, or is more interesting - especially if this is an occurrence that has been foreshadowed, encountered already earlier and not fully dealt with, or driven by some other on-going process or threat (perhaps tracked by Apocalypse World Threat Clocks or a similar mechanic). The d6 roll for Encounter Type is most important, and in some cases (i.e. Evidence, Trace or Nothing) does not require further interpretation of the other die siz...