Introduction
In order to keep the world feeling real, you have to have consequences for wider-scale issues.
This particular method is ideal for solo RPGs, but can easily be used for group play as well. It requires minimal tracking. In addition, you are aware of the time limit, which keeps things feeling fair.
However, the outcome can still surprise you. There is a chance of the issue getting resolved by someone other than the PCs. Alternatively, it can sprawl and become an issue with even more dire consequences.
Issue
When a time-sensitive issue is uncovered, write down the issue and what will happen if it stays unresolved. Consequences can be modified as the situation evolves.
Marauding Bandits: It will be harder to obtain goods as trade becomes more difficult from the settlement.
Severity
If the issue is mild, mark it with a "(-)", indicating a disadvantaged roll on the Consequence chart.
If the issue is severe, mark it with a "(+)", indicating an advantaged roll on the Consequence chart.
Marauding Bandits (+): It will be harder to obtain goods as trade becomes more difficult from the settlement.
Time Limit
Roll (or decide on) a time limit and write it down: for example, 3d6 days. (Alternatively, if you are playing a megadungeon, 1d6 delves.)
Marauding Bandits (+): It will be harder to obtain goods as trade becomes more difficult from the settlement. (9 days)
Ideally, you should be keeping a simple calendar where the event deadline can be noted.
Reward
Optionally, promised rewards for solving the issue can also be noted down.
Marauding Bandits (+): It will be harder to obtain goods as trade becomes more difficult from the settlement. (9 days) [2300 gp]
Time’s Up
At the end of the time limit, roll on the Consequence chart (d6):
1-2. Resolved — by someone else. Roll or figure out by whom or which faction, and what this means.
3-4. Consequence occurs.
5-6. Consequence sprawls — Evolves into another issue, with a more dire consequence. This issue should be rolled at advantage on the Consequence chart.
For example: Let’s say the marauding bandits were not dealt with. The consequences are rolled with advantage (2d6 take higher) and a result of 5 is obtained. The consequence sprawls. The marauding bandits have become more cocky — if they are not stopped, the new consequence may be that trade comes to a complete standstill. Alternatively, the consequence may be that the villagers get fed up and atack the marauders despite being ill-equipped…
Brevity is the sole of wit. 1d6 Consequence scale 👍
Smooth and simple!