Universal Flux Rules
What is a Flux?
A flux is a procedural tool for TTRPGs used to represent places that are vast, non-linear, and homogenous. It is best employed when the space between points of interest have mechanical importance but lack narrative substance. Fluxes fill the gap between handwaved travel montages and room-by-room dungeon crawling. The Universal Flux Rules (UFR) are system agnostic and seek to preserve the impact of player decisions, add interest to the process of navigation, and skip the tediousness of direct step-by-step travel.
Flux Procedure
While in a flux, flux turns are used to track the characters’ progress. Flux turns should be tracked as 4-6 hour increments of time which include all actions, encounters, and explorations during. Flux turns can be used as a standard unit for tracking resources such as light and for measuring ongoing effects.
Each flux turn includes the following three steps:
Declare Action → Resolve Event Die → Discover Location
There are four basic actions that players can declare at the start of a flux turn: Chart, Seek, Make Camp, and Peregrinate. The action the players choose determines the characters’ goal for that turn. Once an action has been declared, one player should roll the d6 event die. Events can be encounters with NPCs or monsters, environmental hazards, random incidents, and more. Events happen “along the way” to the discovered location. The final part of each flux turn is the discovery of a location. Locations are broken up into randomly selected shallow locations and ordered deep locations.
Actions
Chart
Charting is the primary action characters will use to navigate a flux. The Chart action represents the party travelling through the flux and carefully tracking their movement. Charting in some fluxes might require a specific resource be expended for each flux turn, such as expending chalk in a maze flux or rope in a flux with extreme elevation changes.
When the Chart action is taken, the characters discover a random new location this turn.
Seek
The Seek action is similar to the Chart action, but is used when seeking a specific location known to exist in the flux. The characters can only use the Seek action if they have a specific tool or advantage—such as a map or a guide—which would direct them to the desired location. Maps which provide unmistakable direction to a location defeat the purpose of the flux procedure and should not be made available.
When the location roll is made, roll one (or more, depending on the quality of the information) additional dice. If any show the desired result, the characters find their intended destination. Otherwise use the first dice result.
Make Camp
The Make Camp action is used when the players want to spend a flux turn allowing the characters to rest. The Resolve Event Die step still happens, but results that do not make sense in the fiction may be treated as a Quiet result instead. If no character is keeping watch, treat Omen results as Encounter results.
When the characters Make Camp, there is no Discover Location step for this flux turn.
Peregrinate
The Peregrinate action allows characters to return to any previously visited location, including the flux entrance, in a single flux turn. This is made possible by the characters’ careful charting in previous turns.
Events
Event tables are always d6 tables. They have five possible unique results, Encounter, Omen, Hazard, Incident, and Quiet. The sixth result is called the Focus. The Focus result is used as a repeat of one of the other options, depending on what potential challenge is most prevalent in a particular flux. In a peaceful forest, the Focus might trigger a Quiet result, while on a volcanic cavern the Focus might mean a Hazard. The Focus result is always result number 6, (rather than expanding the indicated event type and shifting successive results down), in order to ensure all fluxes share the same uniform table.
Encounter
Encounters are events where the party comes in contact with other characters or with monsters. When the event is an encounter, roll on the encounter table for the flux.
The encounter table is a always d6 table, unless Encounter or Omen events are the Focus of the dungeon. In that case, the encounter table is a d8.
Omens
Omens represent signs of or clues about Encounters nearby. When the event is an omen, roll on the encounter table to determine what Encounter the Omen is about. The next time an Encounter or Omen result is rolled on the event die, do not roll on the encounter table; the characters encounter the subject of this Omen instead.
Hazard
Hazards are environmental challenges the characters face while traversing the flux. Things such as poison mold, fires, cave-ins, traps, chasms, and sudden temperature drops are all examples of potential Hazards.
The hazard table is always a d4 table, unless the Hazard result is the Focus of the dungeon. In that case, the hazard table is a d6.
Incident
Incidents, roughly speaking, are any events which do not fit in the previous categories and which might require problem solving or change the party’s situation. Example Incidents include an item being lost or broken, a meaningful change in the environment, or getting lost and needing to rediscover a previous location before Peregrination is possible.
The incident table is always a d4 table, unless the Incident result is the Focus of the dungeon. In that case, the incident table is a d6.
Quiet
A Quiet event result means that no new challenge presents itself during the flux turn. These results can be used as opportunities for roleplaying character activities and conversations.
Locations
The third and final step in each flux turn is the Discover Location step. For this step, roll on the shallow location table. If this is the first time that result has occurred, that is the location found by the party at the end of this action. If the result has already been encountered, they find a deep location instead. Rather than being rolled for, deep locations happen in a specific sequential order. This structure means that the party won’t reach the deep locations without experiencing one or more shallow locations. Additionally, the predetermined order of deep locations means they can be used to create an environmental or narrative progression.
Shallow Locations
Shallow locations are specific spots in a flux that present unique challenges or add specific interest to a flux. Shallow locations are typically a single defined room or zone. They often center on an encounter, hazard, puzzle, trap, or a combination of these.
The shallow location table is typically a d6 table, but the size of the shallow location table can be increased or decreased for fluxes that represent especially large or small places.
Deep Locations
Deep locations are places within a flux that are central to its theme and possibly its story. Deep locations can be singular rooms like shallow locations, but can also be multiple connected rooms or even entire keyed dungeons. Deep locations can also be entranced into other connected flux spaces, such as a deep location in a haunted mine connecting to a dark caverns flux.
Fluxes typically use exactly three deep locations, with the final location being the “central” point of interest within the space.