Spark Tables as Mood Boards
Part of a series (though this article can stand on its own!):
What are Spark Tables?
The term Spark Tables originates (as far as I can tell) with Chris McDowall, for his project Electric Bastionland here, although similar concepts predate that, such as the Meaning Tables of Mythic Game Master Emulator by Tana Pigeon.
Simply, these are randomised tables with paired adjective/nouns upon which the referee can roll for inspiration, either mid-session or while doing preparation. For example, the Referee might say that after a victory against some bandits, the survivors flee to their hideout. If the party chooses to pursue, the ref decide to roll on the Bailey spark table, which is the following:
- Filthy / Marketplace
- Abandoned / Forge
- Joyous / Library
- Sophisticated / Fountain
- Industrious / Temple
- Humble / Forum
- Majestic / Tomb
- Hallowed / Garden
- Rustic / Hall
- Solemn / Workshops
- Bustling / Arena
- Immaculate / Garrison
Analysis
So what makes them great?
One of the big traps with prepping things on the fly is a tendency to take the easiest course and fall into common tropes. In the above example, it would've been easy for me to just have the bandits encamped in a woods clearing - but with 2 quick rolls suddenly it becomes a memorable location.
Now, the Referee can run low-prep, generative play in a way that continually creates interactive content. By the time you get the same result a second time, it'll be so in the past the players will have forgotten, or the new context will completely twist the meaning. Maybe the next time the Referee rolls Hallowed Forum, the party is trapped in the catacombs of the dead. Is this where the worlds of above and below come to meet? A once bustling marketplace, now eerily quiet and haunted by those who died here in some long-forgotten travesty? That's the needle threaded by Spark Tables: they're open-ended, but with sufficient direction as to give clear inspiration.
How are they great, specifically in Mythic Bastionland?
So, firstly and most obviously, MB has a great selection of Spark Tables covering a wide set of subjects, including many you wouldn't think of. Illness and Strategy are great examples of categories most people wouldn't think of prepping, and when considered by a Referee would likely just be defaulted to the most basic version.
But there are two extra things I want to highlight.
Firstly, l like how, with the exception of Holdings, the tables don't directly correlate with specific gameplay elements. Monuments, Curses, Hazards, and Ruins are all examples of Landmarks in a realm, but none of them have corresponding tables. Vagabonds and Vassals are common people you might encounter, but similarly lack straight matches. When I first encountered this feature (while attempting to build a realm) I was initially frustrated, and thought it the most obvious oversight. It clicked, however, when I was forced to interact with the tables thoughtfully and found myself being sparked into concepts that wouldn't have come at all.
My Monument isn't just one of 144 different possibilities, with my own squeeze of lemon juice atop. I looked over the headings and thought "Ooh Fauna! That's something I hadn't considered!". My 2d12 result was 3/11 - Graceful Fowl. So now this Monument, a place where Knights can rest to regain their Spirit, is a calm, small, lake, where many species of fowl nest among the islets. A peaceful place to watch the graceful flight of birds. By keeping the tables separated from gameplay elements, they remain open and inspirational rather than prescriptive.
Secondly, the tables are much more thematic than one might initially think. These aren't factual lists of all possibilities, but the use of language and the literal content evoke a world and a mood.
A simple example is the Food table. It has stew, mushrooms, cheese - all sorts of earthy European medieval foodstuffs. You move this to a different time and/or place, those details should be entirely different!
Okay, that was an easy example. How about we look at Ailments? The Symptoms list is full of poetic, melodramatic entries, all of which use language that wouldn't feel out of place a millennia ago. Lethargy, Blindness, Melancholy, Fixation - all of these are nasty conditions, of course, but there's a romantic tragedy to them. If, instead, the table had more clinical, modern terms, with more clearly defined symptoms, suddenly there's a different mood. Someone afflicted with Unexplained Insomnia feels like the victim of a curse. Someone with Undiagnosed Night Terrors needs to see a sleep therapist. Add in some physically nasty symptoms, such as bleeding, vomiting, seizing, and you have a table describing the effects of a horrifying disease rather than an ephemeral "Ailment".
The point here is that both the language and the literal contents of these tables do a lot of work in setting up the mood, themes and environment in your campaign. Which leads to my main point.
Don't use the Spark Tables in Mythic Bastionland
Okay that's unnecessarily negative. But my point, rather, is that if you overly rely on the tables presented in MB you will find your campaign adopting its aesthetic unconsciously. There's definitely a good number that can be used generically, but they should be purposefully added onto your list of campaign Spark Tables rather than taken as default.
Instead, I recommend coming up with your own. You shouldn't need too many to start with, maybe 3-4, but this is an ideal point to think about what concepts and objects are important to the feel of your setting, and what tables can give them additional life.
This is why the title of this post is "Spark Tables as Mood Boards". The creation process doesn't just provide a useful table of things to pull upon mid game, but also helps you visualise the world in a tangible sense. It adds tactile depth to your setting, not through lore or characters (i.e. pure information), but through the 5 senses (or more, if your setting is really funky).
As mentioned before, they should be designed for indirect usage - inspirational rather than prescriptive.
My tables for The Zone
Tables for Jaronil
Conclusion
Firstly, here are two other articles I read about Spark Tables.
This one talks about how to populate your spark tables . I'll admit I slightly rattled off the above tables, and on a second go around I'd use their method - it's better to over-generate and cut, then hit 12 and say "done!".
This article talks about the ways of using Spark Tables . It uses tables of a slightly different structure, but I like the idea of using them as truly inspirational prompts for future planning rather than just as question answerers.
I put this article first in my sub-series of "Creating your Realm" posts for good reasons. Firstly, I think Spark Tables will be a consistently useful fallback throughout the setting design process. But secondly and perhaps more importantly, I'm returning to this Mood Board idea. I didn't know what my spark tables for the above settings would be when I started this article, but by forcing myself to widen the setting, by populating it with more minor objects, both have really gained additional depth in my mind.
Next up, we'll look at actually drawing the realm!

