SDM Campaign Regions
Luka Rejec’s “Color Land” chapters of Our Golden Age are built like repeatable campaign-region kits: a brochure-voice that lies to your face, a referee-facing stat block that tells the truth, then a small arsenal of tables that generate travel, friction, and escalation on demand. This is a Lares writeup of: (1) the shared chapter skeleton with an refined REGION TEMPLATE you can hand to referees, and (2) direct, practical advice for building OGA-style tables (Ambient, Events, Travel, Vendors/Goods, etc.).
The Region chassis (what repeats, and why it works)
1) Title, Brochure hook + tilted history = instant genre + pressure
A Region opens as propaganda/tourism copy, then immediately slips in the true engine (what the place optimizes for, and what it costs). You’re not just “in a desert”; you’re in a system.
Principle: tone isn’t flavor—tone is a UI. It tells players what kinds of scenes are “normal” here.
2) The Region statline (Climate→Material Conditions) is the campaign physics
Each Region gets a consistent brief with headings like Climate, Population, Groups, Languages, Capital (Official vs Practical), Government, Ideologies, Economy, Resources, Means of Production, Material Conditions, plus an in-world “Source.”
Principle: this block tells you what adventures will keep happening even if the PCs do nothing (material conditions + governance + ideology pressure).
3) Map → Ambient tables → Events tables = travel play becomes push-button
After the map and framing, Regions reliably deploy:
- Ambient (often seasonal or time-sliced) tables to generate the “weather of play.”
- Events tables with the signature 1–3 Expected / 4–5 Surprising / 6 Error escalation track.
Principle: “there-and-back-again” needs motion. These tables make motion productive.
4) Commerce/entry interface (the place where PCs can touch the Region)
Before deep politics, Luka gives you the intake valve: vendors, standard goods, transport, role-economies, travel costs—often as structured tables. Example patterns include:
- A Travel matrix with type/status/price.
- Local “currency hacks” (Honor→value conversion) and quick NPC/host d6 lists.
- Region-specific vendor + goods menus.
Principle: start where players naturally ask questions: “How do we get around?” “What can we buy?” “What’s the catch?”
5) Factions, hubs, districts, and postcard locales (each paragraph is an encounter handle)
Settlements and districts are presented as compact, runnable chunks (district lists; zone lists; “this does not exist” denials; costs/time baked in).
Principle: every entry should imply a scene: a service, a taboo, a threat, a deal, a consequence.
6) “Glitch inserts” (INTERRUPTION/ERROR) to signal stakes escalation
OGA uses in-world artifacts (“INTERRUPTION,” Error stamps, redactions) to communicate: the setting is unstable and dangerous here.
Principle: style shift = threat indicator. When the text glitches, the world does too.
How to build OGA-style tables (direct referee advice)
A) Ambient tables (the “world’s breathing” table)
Ambient tables in OGA often:
- Use d6 with weighted bands (1–3, 4–5, 6) and multiple columns representing seasons or time slices.
- Prefer dense sensory triads (3–5 descriptors), plus 0–1 practical note (“sunscreen essential,” oxygen advised, etc.).
- Swap seasons for other “modes” when appropriate (e.g., Night/Haze/Day/Evening; Day/Night/Understoreys/Portal).
Build recipe (fast):
- Pick your 4 columns: Seasons or Times of day or Modes (“Festival / Crackdown / Erratic / Normal”).
-
For each row band:
- 1–3: what’s common (sets baseline vibe)
- 4–5: what’s inconvenient (visibility, travel cost, supplies, social friction)
- 6: what’s weird (omen, hazard, miraculous convenience with a hook)
- Keep entries short and playable: if it can’t change a scene in 10 seconds, cut it.
B) Events tables (the escalation engine: Expected → Surprising → Error)
OGA’s signature Events format is a three-tier escalation:
- 1–3 Expected: friction, patrols, mundane hazards, bureaucracy, predation.
- 4–5 Surprising: a twist, a deal, a complication that also opens an opportunity (price spikes, agents, weird fogs, shortcuts with consequences).
- 6 Error: reality fracture / big entity / irreversible consequence.
Also note the micro-style: entries frequently include mechanics inline (save, time loss, money cost, durations) and cross-reference tags like (L#, descriptor) for creatures/NPCs.
Build recipe (reliable at the table):
- Make 6 rows, each row is a “theme category” (weather hazard, patrol, predator, social scene, weird site, rival travelers).
-
For each row, write:
- Expected: cost or delay (time/money/burden/attention)
- Surprising: choice + opportunity (deal, shortcut, rare goods, leverage)
- Error: a hard problem (the thing that changes the map, the faction board, or the PCs)
Quality test: every Surprising result should tempt the party into future trouble; every Error result should force them to respond right now.
C) Travel tables (turn “how do we get there?” into content)
OGA uses travel matrices that do three things at once:
- Provide options (portal/road/sea/air/local routes),
- Assign status (legal/favorable/outlawed/restricted),
- Give prices and implied social consequences.
Build recipe:
-
6–8 routes, each with:
- Type
- Status (legal? restricted? taboo? who can use it?)
- Price (cash, favors, permits, obligations)
-
Add 1 line of “local ideology about travel” (why this Region frames movement as moral/immoral).
D) Vendors, goods, and “entry interface” tables (the intake valve)
OGA commerce tables are rarely just loot lists. They encode:
- identity + vibe (vendor personality/quirk),
- product categories (food, fashion, transport, memorabilia),
- rules payloads (armor, wards, capacities, stack size, weird risks),
- prices in plain sight.
You also see “economy translation tables” (Honor→value) and little d6 NPC lists nested inside the vending section for instant scenes.
Build recipe (OGA-ish, not generic):
- Vendor table (d6): Vendor name (brand/faction), personality, specialty, quirk.
-
2–3 product tables (d6 or d10): each item line should include one of:
- a rule effect (ward/armor/capacity/carrying),
- a risk (mutagenic, illegal, soul leakage),
- a social hook (“this marks you as X class”).
- Prices always. Even if the “currency” is social (honor, permits), give a conversion guide.
E) “Field effects / anomalies / rituals” tables (how OGA makes weirdness usable)
OGA often turns metaphysics into small tables with direct consequences (field types + effects; prayer/ritual roll tables).
Build recipe:
-
If it’s supernatural, give it a handle:
- a d6 list of effect-types, or
- a roll table with “hold” currency, or
- a clear duration/cost.
Tiny “OGA table” checklist
When you draft a table entry, ask:
- Describe intent of table first, fill in full cell entries afterwards.
- Does it force a choice (pay, risk, detour, bargain, fight, flee)?
- Does it create a new relationship (faction attention, obligation, rumor, tag)?
- Can I resolve it with one roll or one scene?
- Is the “Error” column a real escalation (not just “extra weird”)?
TEMPLATE: “Write a New Region in OGA Mode” (with built-in table prompts)
1) Title & slogan (½ page)
- Region Name + slogan (propaganda)
- Tilt-history paragraph: “what it’s for” → “what broke” → “what it optimizes now” → “hook doubt”
2) Region statline (½–1 page)
Climate, Population, Groups, Languages, Capital (Official vs Practical), Government, Ideologies, Economy, Resources, Means of Production, Material Conditions, plus an in-world “Source” (and include “Official vs Practical” where possible).
3) Map + Regions (½–1 page), Ambient tables (1–2 tables + region specific), Events table
Map & Subdivisions:
- Region Map
- 1-3 subdivisions (each gets an Ambient table)
Ambient: Choose a column scheme:
- Seasons (Winter/Spring/Summer/Autumn), or
- Modes (Night/Haze/Day/Evening), or
Ambient table writing constraint: each cell = 3–5 descriptors + (optional) 1 practical note. Ambient tables may also be included for zones.
Events: Use the OGA escalation header:
-
**d6 1–3 Expected 4–5 Surprising 6 Error**
Events writing constraint: each entry must contain (a) an actor or force, (b) a pressure/cost, (c) a choice or consequence, and ideally one explicit mechanic (save, € cost, time loss, burden).
4) Commerce/entry interface
- Travel matrix (Type/Status/Price)
- Vendor + goods menus
- Currency translation (Honor→value / permits→rights)
5) Factions, hubs, districts, and postcard locales
Factions: (1–2 pages)
- 4–6 factions + 2–4 named agents
- Add one line of official denial / propaganda (optional but very OGA)
Hub + districts/zones: (2–4 pages)
- Hub summary
- 5–9 districts or zones (each = “what you can do here” + “what can go wrong”)
- Bake in costs/time where movement matters.
Postcards: (landmarks/locales)
- Micro-template per locale: Look / Control / Offer / Threat / Twist rule
6) Weird handle / “Glitch inserts” (INTERRUPTION/ERROR; optional, but powerful)
- Field effects table (d6: Field → Effects)
- Ritual/prayer roll table (d20+stat; “hold” a benefit)
- INTERRUPTION/ERROR insert as a warning flare
SDM Campaign Region Worksheet
1) Title & Slogan
REGION NAME: ___________ Slogan (propaganda): “______________” Tilt-History (3 beats):
- Then (purpose): ___________________
- Break (what changed): ______________
- Now (what it optimizes for): _____________ Hook Doubt (“Some say…”): _______________
2) Region Statline (campaign physics)
- Climate: _______
- Population: ______
- Groups (%): __________________
- Languages: _____________________
- Capital (Official / Practical): ______ / ______
- Government: _________________
- Ideologies (supported / tolerated / suppressed): _________
- Economy: __________________
- Resources: __________________
- Means of Production: _______________
- Material Conditions (Official / Effective): ______ / ______
- Source (diegetic quote): “_______________”
3) Map + Regions, Ambient Tables, Events Table
Map & Subdivisions
Subdivisions (2-3): 1) ______ 2) ______ 3) ______ Note: each subdivision gets its own AMBIENT table if it plays differently.
Connections (2-4 connections to other Regions)
| Connection | Goes to | Status | Price | Consequence |
|---|---|---|---|---|
| 1 … | ||||
| 2 … | ||||
| 3 … | ||||
| 4 … |
Ambient Tables
AMBIENT (world’s breathing):
- Pick columns: Seasons / Dayparts / Modes (Normal / Festival / Crackdown / Error).
- Each cell = 3-5 descriptors + optional practical note.
- Describe intent of table first, fill in full cell entries afterwards.
Modes/Columns: ______ / ______ / ______ / ______ Intent: ________________
| d6 | Mode 1 | Mode 2 | Mode 3 | Mode 4 |
|---|---|---|---|---|
| 1-3 | (common texture + 1 practical note) | |||
| 4-5 | (inconvenient friction) | |||
| 6 | (weird omen/hazard/boon-with-hook) |
Events Table
EVENTS (escalation engine):
- 1-3 Expected = cost/delay. 4-5 Surprising = choice + temptation. 6 Error = hard escalation.
- Each entry should include an actor/force, a pressure/cost, and a choice/consequence (add a mechanic if the players need a procedure).
Intent: ________________
| d6 | 1-3 Expected (cost/delay) | 4-5 Surprising (temptation/choice) | 6 Error (hard escalation) |
|---|---|---|---|
| 1 | |||
| 2 | |||
| 3 | |||
| 4 | |||
| 5 | |||
| 6 |
4) Commerce / Entry Interface
Travel Matrix
Intent: ________________
| Route | Type | Status (legal/restricted/taboo) | Price (cash/favor/permit) | Catch |
|---|---|---|---|---|
| 1 | ||||
| 2 | ||||
| 3 | ||||
| 4 |
Currency translation (optional): ______________
Vendors (d6)
Intent: ________________
| d6 | Vendor (brand/faction) | Specialty | Quirk | Hook/Complication |
|---|---|---|---|---|
| 1 | ||||
| 2 | ||||
| 3 | ||||
| 4 | ||||
| 5 | ||||
| 6 |
Goods Menu (d10) – each item should include ONE: rule effect / risk / social mark
Intent: ________________
| d10 | Item | Price | Effect/Risk/Mark |
|---|---|---|---|
| 1 | |||
| 2 | |||
| 3 | |||
| 4 | |||
| 5 | |||
| 6 | |||
| 7 | |||
| 8 | |||
| 9 | |||
| 10 |
5) Factions, Hubs, Districts, and Postcards
Factions / Power Groups (4-6) + Agents (♟)
Faction list (name -> want -> control -> hates -> job offered):
(+2 optional) ___________________
♟ Agents (2-4, one-line scheme each):
- ♟ __________ : ____________
- ♟ __________ : ____________
- ♟ __________ : ____________
Official denial line (optional): “______________”
Hub + Districts/Zones (5-9)
Hub name: _______ **What it presents as:** ___________ Note: bake in costs/time where movement matters.
| District/Zone | Offer (service/info/safety) | Threat (taboo/patrol/price) |
|---|---|---|
| 1 | ||
| 2 | ||
| 3 | ||
| 4 | ||
| 5 |
Postcards (8-12 runnable locales)
Micro-template per locale: Look / Control / Offer / Threat / Twist rule
6) Weird Handle / “Glitch Insert” (pick ONE)
- Field Effects (d6): ___________________
- Ritual/Prayer roll: ___________________
- INTERRUPTION/ERROR insert: _______________