AKA “The Universe hates/loves me”
Some time ago, I ran a Traveller one-shot that focused on a race-against-time to complete a rush-job. But as GM, I dislike arbitrating little things like how long someone has to stand in the queue at the bank, and in the case of this one-shot, it feels a bit like GM “cheating” anyway. So I came up with the concept of the Universe Reaction Check, to circumvent my arbitration-guilt. It works like this:
First, you mentally ask the question, “What is it the PCs are trying to do right now?” Then you figuratively turn to the Universe and ask if it will help or hinder their efforts, at which point you roll (for GURPS) an unmodified Reaction Check (B560) and consult the appropriate Request for Aid entry for the answer, as if it were an intelligent being with the power to smooth things along or get in the way. Simple.
In the case of the aforementioned one-shot, I translated this effect into minutes/hours/etc. of delay or acceleration of their timetable—because that’s what was at stake (a “base” time-increment will be required, though, to use it this way). But the effects would probably differ in other situations based on the PCs’ intentions. For example, if some post-apocalypse PCs are scrounging through some ruins for food, a “helpful Universe” would mean that some food is available at that location (the amount dependent on how helpful the Universe is feeling), and an “unhelpful Universe” would mean there is none to be found, or worse, an ambush awaits—this might be independent of whether or not the PCs are able to find that food, only indicating how much is available to be found. As some of the other GMs in both of my groups have started to use Universe Reactions in their games, I’ve seen it used during chases to determine if “suitable terrain” exists for a stunt. As it is, the concept is widely adaptable to any number of situations, but the more industrious GM could also build out more situation-specific Reaction tables for greater detail or less improvisation of effects.
Of course, the standard GURPS Reaction system allows for modifiers to the check, and that can still be incorporated. In the Traveller one-shot, a PC with Bad Luck insisted on penalizing those checks in his case. Conversely, “good” Luck is really just a favorable Reaction result, so one could reasonably treat is as an Influence success against the Universe. There’s no reason one couldn’t assign modifiers based on PCs “karmic” status, or add cumulative penalties as the adventure progresses to increase the stakes. Using GURPS Action 2, BAD could sensibly be applied as well.
Lastly, it is easily possible to use the same concept in other game systems, either using the GURPS check/table as-is or a similar mechanic from whatever system is being used.
Edit: See also Universe Reaction, Extended