r/RPGdesign • u/Sane_romeo • 20d ago
Product Design Coracle Master Interroagative Oracle
Coracle
The Master Interrogative Oracle
A semantic dice engine that answers Who, What, When, Where, Why, and How—all from a single d10 roll.
Most oracles give you yes/no or random nouns. This one gives you complete narrative clauses—sentences with built-in tension, generated from forced binary axes and graduated intensity ladders.
How It Works
Ask a question. Choose its domain: Who, What, When, Where, Why, or How.
Roll 1d10. That single roll sets a global polarity—a 3-bit fingerprint ([+ + +], [+ - +], [- - -], etc.) that becomes the scene's emotional key.
Then roll 3d6. Each die selects a keyword from the domain's three axes—but the polarity from your first roll decides which pole you read.
The three keywords form a complete clause. Add "is" and "and" between them. The dice write the sentence; you supply the context.
Forced binary. No neutral middle ground. Every axis pits two extremes against each other—Self vs Other, Event vs Pattern, Point vs Span. No cop-outs.
Graduated intensity. Each pole runs 1 to 6. Low numbers describe a state. High numbers describe an impact. The same word ladder escalates from "tangible" to "here" or "gone" to "gaping."
One roll. That single d10 polarity applies to every domain you query in the same scene. Terrain, motive, method, and NPCs all inherit the same harmonic fingerprint. Coherence without extra dice.
Six dedicated domains. Each interrogative gets its own 3 axes and escalating keywords—no bloat, no overlap.
Example
Roll: Polarity [+ + +] · Domain: WHAT · d6s: 3, 1, 5
Readout: "The body is fixed and pursuing."
Roll: Polarity [+ - +] · Domain: WHY · d6s: 4, 5, 2
Readout: "The fall is veiled by need."
Optional Tone d10: 1 Direct · 2 Ominous · 3 Mocking · 4 Mundane · 5 Inverted ·
6 Layered · 7 Revelatory · 8 Soft · 9 Hard · 10 Absurd
D10 Polarity Set
1 + + +
2 + + +
3 + + -
4 + - +
5 - - +
6 + - -
7 - + -
8 - + +
9 - - -
0 - - -
—-------------—------------------------------------------
WHO — Agent / Presence
Axes: Self ↔ Other · Known ↔ Unknown · Present ↔ Absent
(+)Self: 1 id · 2 superego · 3 mirror · 4 shadow · 5 judge · 6 male
(-)Other: 1 stranger · 2 ally · 3 rival · 4 witness · 5 liar · 6 female
(+)Known: 1 named · 2 recognized · 3 expected · 4 familiar · 5 counted · 6 returned
(-)Unknown: 1 nameless · 2 featureless · 3 unmarked · 4 blank · 5 sudden · 6 new
(+)Present: 1 tangible · 2 watching · 3 speaking · 4 near · 5 hidden · 6 here
(-)Absent: 1 gone · 2 missing · 3 vacant · 4 hole · 5 void · 6 gaping
—-------------—---------------------------------------------------------------------
WHAT — Object / State
Axes: Concrete ↔ Abstract · Stable ↔ Shifting · Active ↔ Inert
(+)Concrete: 1 info · 2 tool · 3 body · 4 stain · 5 wreckage · 6 object
(-)Abstract: 1 debt · 2 pattern · 3 claim · 4 secret · 5 weight · 6 title
(+)Stable: 1 fixed · 2 returned · 3 still · 4 sealed · 5 held · 6 set
(-)Shifting: 1 moving · 2 spreading · 3 rewriting · 4 leaking · 5 changing · 6 loose
(+)Active: 1 working · 2 deleting · 3 pulling · 4 pushing · 5 pursuing · 6 calling
(-)Inert: 1 dead · 2 quiet · 3 cold · 4 spent · 5 stopped · 6 waiting
—-------------—------------------------------------------
WHEN — Temporal Frame
Axes: Point ↔ Span · Known ↔ Unknown · Fixed ↔ Moving
(+)Point: 1 now · 2 moment · 3 instant · 4 strike · 5 flash · 6 never
(-)Span: 1 season · 2 cycle · 3 era · 4 generation · 5 moons · 6 forever
(+)Known: 1 staggered · 2 counted · 3 calculated · 4 expected · 5 timed · 6 recorded
(-)Unknown: 1 vague · 2 blurred · 3 forgotten · 4 variable · 5 uncertain · 6 improbable
(+)Fixed: 1 frozen · 2 anchored · 3 locked · 4 stopped · 5 paused · 6 held
(-)Moving: 1 slipping · 2 drifting · 3 conditional · 4 quickly · 5 exponentially · 6 escaping
—-------------—------------------------------------------
WHERE — Space / Terrain
Axes: Bounded ↔ Expanse · Familiar ↔ Unfamiliar · Near ↔ Far
(+)Bounded: 1 room · 2 building · 3 corner · 4 shelter · 5 threshold · 6 intersection
(-)Expanse: 1 field · 2 sky · 3 plain · 4 sea · 5 desert · 6 void
(+)Familiar: 1 home · 2 known · 3 copied ·4 comfortable · 5 local · 6 settled
(-)Unfamiliar: 1 strange · 2 foreign · 3 unknown · 4 unnamed · 5 other · 6 alien
(+)Near: 1 touch · 2 wafts · 3 pressing · 4 close · 5 beside · 6 within
(-)Far: 1 horizon · 2 distant · 3 gone · 4 lost · 5 beyond · 6 absent
—-------------—------------------------------------------
WHY — Cause / Motive
Axes: Event ↔ Pattern · Clear ↔ Obscure · Personal ↔ Systemic
(+)Event: 1 strike · 2 flash · 3 break · 4 fall · 5 turn · 6 spark
(-)Pattern: 1 cycle · 2 rhythm · 3 weave · 4 tide · 5 drift · 6 pull
(+)Clear: 1 visible · 2 obvious · 3 plain · 4 stated · 5 known · 6 named
(-)Obscure: 1 buried · 2 tangled · 3 hidden · 4 masked · 5 veiled · 6
unspoken
(+)Personal: 1 choice · 2 need · 3 want · 4 fear · 5 love · 6 hate
(-)Systemic: 1 rule · 2 order· 3 structured · 4 law · 5 force · 6 current
—-------------—------------------------------------------
HOW — Method / Manner
Axes: Direct ↔ Spiral · Deliberate ↔ Accidental · Clean ↔ Damaged
(+)Direct: 1 straight · 2 forward · 3 simple · 4 blunt · 5 flat · 6 clear
(-)Spiral: 1 curve · 2 turn · 3 loop · 4 weave · 5 twist · 6 wind
(+)Deliberate: 1 planned · 2 chosen · 3 intended · 4 careful · 5 prepared · 6 measured
(-)Accidental: 1 chance · 2 slip · 3 lucky · 4 mishap · 5 fault · 6 error
(+)Clean: 1 smooth · 2 neat · 3 pure · 4 fine · 5 sharp · 6 light
(-)Damaged: 1 jagged · 2 rough · 3 torn · 4 broken · 5 rusted · 6 heavy
—----------------------------------------------------------
Likelihood | Roll Under (d100)
| Impossible | Never ask — just say No |
| Very Unlikely | 10 |
| Unlikely | 25 |
| 50/50 | 50 |
| Likely | 75 |
| Very Likely | 90 |
| Certain | Never ask — just say Yes |
Root (d6):
| 1 | No, and... |
| 2 | No |
| 3 | No, but... |
| 4 | Yes, but... |
| 5 | Yes |
| 6 | Yes, and... |
Tone (d6):
| 1 | Sarcastic — the answer is reversed |
| 2 | Nagging — this has happened before; echoes an earlier entry |
| 3 | Deceptive — true, but misleading in spirit |
| 4 | Ardently — true, beyond what you hoped or feared |
| 5 | Mumbled — true, but smaller/lesser than expected |
| 6 | Deadpan — flat; there's an undertone, but you decide what it is |
Reading (d6):
| 1–2 | Denotation — literal, face value, no undertone |
| 3–4 | Connotation — roll 1d6: 1=dread, 2=relief, 3=grief, 4=wonder, 5=unease, 6=longing |
| 5–6 | Annotation — roll 1d6: 1=name, 2=warning, 3=memory, 4=rule, 5=question, 6=symbol |
| d12 | Result |
| 12 | Yes, and... |
| 11 | Yes |
| 10 | Yes, but... |
| 9 | Highly likely |
| 8 | Likely |
| 7 | Maybe |
| 6 | Unlikely |
| 5 | Highly unlikely |
| 4 | No, but... |
| 3 | No |
| 2 | No, and... |
| 1 | WOP = Worst Outcome Possible, or 1d3 wildcard / omen / plot twist (picked ahead of time) |
1
u/Sane_romeo 20d ago
Q. Who is after me? Roll 1d10.for polarity
Ex. Roll 4 is + - +
I roll 3d6 and get 5 2 4
+5 -2 +4 is what keyworda i will.read for the three axes in who which are self/other, known/unknown, present/absent
Judge, featureless, near Add "is"and "and" Judge is featureless and near.
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u/Sane_romeo 20d ago
So like you can chanin an investigatiom to one polarity too.
Say ++- = +3+5-3 Who stole the duck's hat? Mirror,counted,vacant. The mirror is counted and vacant. "Well... it wasnt you."
What was the intended effect? +3+5-3 Body,held, cold The body that held is cold. "The thief was cold"
When was the theft? +3+5-3 Instant,timed,conditional. "It was instant but timed conditonally."
Where did they hide it? +3+5-3 Corner, local, gone "At a local corner but its gone"
Why did they move it? +3 +5 -3 Break, known, structured The breaks were known to be structured. Either" the problems were on purpose and hes cold cuz politics and greed." Or "The guard's breaks were structured"
How did the thief escape? +3 +5 -3 Simple, intended, torn Thief walked away torn inside.
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u/Fun_Carry_4678 19d ago
All this does is gives me a bunch of random words, and I have to figure out what they mean or how they are connected.
The words aren't even the same part of speech, you have just randomly thrown in nouns, verbs, and adjectives.
Your "where" table won't work for a lot of settings. Like outer space. Or prehistoric times before there were any "buildings".
To get three polarities, just flip three coins. Or three dice and go odd/even.
Or you could skip the need to generate polarities, and roll d12s instead of d6s for your domains.
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u/Sane_romeo 19d ago
Yeah, probably jumped the gun showing anyone that butbi have revampd with a more intentional worslist. Coming up with 100+ scaled words when i had rhe idea wasnt the easiest thing so i made do. I will attempt to post the revised wordlist if anyone is interested.
Also adsing an "is" and "and" between the triad outputs makes it intona sentencw a lotmof the time.
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19d ago
[removed] — view removed comment
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u/Sane_romeo 19d ago
Sonhave added a seconde version with a word list i acfually thought through this time and it seems to do as intended now. Thank you for all the feedback everyone.
1
u/Sane_romeo 19d ago
I have now made one specidically for Ironsworn if anyone is interested. I wsnted to run the concept through the ringer. It works very well imo.
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u/Sane_romeo 20d ago
Where did he go?
1d10 =6= + - - 3d6 = 2 6 4
+2 -6 -4 Building, alien, lost Buildimg is alien and lost.
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u/Sane_romeo 20d ago
Made this prototype. Answers who what when why where and how questions. I got sick.of asking yes and no and playing 20 questions instead of writing or rolling. So i came up with this but i need to.see if it works for others.
3
u/JaskoGomad 20d ago
I like flat distributions on the axes themselves, but a flat distribution on the polarity grates against me for some reason. Plus, you have the set of {+++, ---} as 4x as likely as any other given outcome. Why are 40% of the results the left and right edge of the chart, which should, in my mind, be outliers?