Ok,
so the stormy specter of weather arises from time to time in all of our games, and the more
immersive the setting, the more likely we are to incorporate it. Like the passage of time, weather
is one of those things we all seem to agree matters but don't always get around
to doing. Well as it happens, yours
truly is a retired meteorologist and happy to tackle it, so let's start by setting a few ground
rules. Just to make the whole thing
easier. If you're one of those daring
souls who imagines a flat earth (well, as long as we're doing the whole magic
thing), I suppose scientific accuracy doesn't really apply and, to be honest,
it shouldn't have to...
GETTING REAL ABOUT WEATHER
But
if you're a stickler or, like most of us (I'm guessing), then your world is
spherical. This stuff matters, but I'm
guessing no one wants MET 101 and more importantly, I'm not much interested in rehashing it. So here's a link if that's your thing. No, I'll just
get to the good parts and explain what probably should be happening; and
this is the case even if you follow my link...
BASICS AND GROUND RULES
Oh,
and let's make another little assumption. Let's
assume the campaign is set in the mid latitudes of our hypothetical sphere. Good.
Now things get easier. Basically,
most weather most of the year is the result of migratory pressure systems. Lows with their attendant frontal systems and
highs with their characteristic stability.
As the low approaches, expect southerly winds with increasing (and lowering)
clouds and precipitation (rain in late spring or summer and snow in winter and/or early spring). Eventually, the front passes, the winds
shift, and it gets both cooler and probably drier depending on the air masses
involved. Often, the winds pick up and
become stronger with very cold air.
Rinse, lather, and repeat as necessary...
Or for
greater simplicity, just consult the following weather table:
DAY
|
SKIES
|
WINDS
|
1-2
|
Clear/partly cloudy
|
NE-E
|
3-4
|
Partly/mostly cloudy
|
E-SE
|
5-6
|
Cloudy/precipitation*
|
S-SW
|
7-8
|
Clear
|
W-NW
|
9-10
|
Clear/partly cloudy
|
N-NE
|
*Precipitation
(rain/snow) varies by season
|
Now, here's a cool trick: Roll 1d10 to establish the starting day, assign the applicable weather (adjusted for season) and follow the progression down the chart, returning to the top and continuing. There, (most) weather made easy! It might be the only weather table you'll ever need...
The above assumes a retreating high pressure system replaced by an approaching low and frontal system to trigger clouds and precipitation. Of course, the latter is seasonal except in the south, where applicable. There's not a lot of snow in Florida for a reason. Ditto for your world's equivalent (the bona fide tropics work differently). And as a caveat, during the summer months, the jet stream moves north and a semi-permanent subtropical high dominates more of the mid-latitudes, producing a stabler pattern which makes the above less pronounced. You know, summer for most of us.
LOWS SUCK AND HIGHS BLOW
Now, if you didn't follow the link (shame on you), just know that air flows clockwise around a high, counterclockwise around a low, and reversed in the southern hemisphere! Lows suck. All of their air spirals inward (surface convergence) and up, so you get instability, clouds, and precipitation. Highs blow, meaning air sinks and spreads out (surface divergence). Cold air masses are always more dense and the winds stronger. Seriously, highs blow. But there are exceptions to this. And pressure changes across these systems. Sometimes quickly, sometimes not so much. This is referred to as the pressure gradient. The stronger the gradient, the higher the winds - and with more intense the weather; well, in most cases...
LOWS SUCK AND HIGHS BLOW
Now, if you didn't follow the link (shame on you), just know that air flows clockwise around a high, counterclockwise around a low, and reversed in the southern hemisphere! Lows suck. All of their air spirals inward (surface convergence) and up, so you get instability, clouds, and precipitation. Highs blow, meaning air sinks and spreads out (surface divergence). Cold air masses are always more dense and the winds stronger. Seriously, highs blow. But there are exceptions to this. And pressure changes across these systems. Sometimes quickly, sometimes not so much. This is referred to as the pressure gradient. The stronger the gradient, the higher the winds - and with more intense the weather; well, in most cases...
But sometimes, the gradient is non-existent, especially under a high, and the winds
are calm. Here, moist conditions in the
fall or winter can result in fog that only dissipates when the winds pick up or
things heat enough to break the inversion (don't ask). Just compare to your own experience.
BUT WHAT ABOUT SEVERE STUFF?
Good question. What about it? First off, let's assume a 1 in 1d6 chance of a severe weather event on days when precipitation is called for. If something bad is indicated, just assign a seasonal hazard. Thunderstorms can spawn hail, high winds, and tornadoes, while winter is prone to blizzards and ice storms, etc. Pick what you like and make 'em hate you...
BUT WHAT ABOUT SEVERE STUFF?
Good question. What about it? First off, let's assume a 1 in 1d6 chance of a severe weather event on days when precipitation is called for. If something bad is indicated, just assign a seasonal hazard. Thunderstorms can spawn hail, high winds, and tornadoes, while winter is prone to blizzards and ice storms, etc. Pick what you like and make 'em hate you...
GETTING (SUBTROPICAL) HIGH NOW
Now,
the equator and subtropics are a little different. Here, you see a steady pattern (no fronts)
influenced mainly by terrain effects and/or migratory cyclones. Typically, afternoon thunderstorms
and morning to midday stability with lots of humidity. Tropical storms and hurricanes are pretty much
a bogey you can throw in to stir things up. And you can
add whatever rules you want (or have handy) for environmental exposure and the like.
And once again, here's an easy little chart to break it down:
TIME
OF DAY
|
SKIES
|
WEATHER*
|
Late
night/early morning
|
Clear/partly cloudy
|
none
|
Morning
|
Clear/partly cloudy
|
none
|
Midmorning/noon
|
Partly cloudy
|
none
|
Early
afternoon
|
Partly cloudy
|
showers
|
Early
evening/overnight
|
Partly/mostly cloudy
|
showers/thunder
|
*Light/steady
winds (any direction); variable/strong with thunder
|
As
indicated above, wind direction varies but is usually light outside of
thunderstorms. Often, terrain helps
channel air, causing winds to flow along natural features, whether valleys or any adjacent mountains, etc.
WEATHER MAGIC AT WORK
Of
course, weather magic is doubtless an element, and this defies all of the above. You don't need anything here to know that a
storm out of clear skies or snow in the summer (or tropics) are signs of
something amiss. You piss of the local shaman at your peril, so don't do that. Really.
There,
that's not too much, and we offer it mainly as a quick-reference guide for GMs
and as a guard against "daily weather tables" that might produce unrealistic
progressions. Of course, such charts
are great for establishing starting
weather, after which the first table applies.
But for time-strapped (or ingenious, because despite being a
meteorologist, I do it this way), you
can simply begin your campaign at the "real world" time of year and at
a similar latitude. Then just follow the actual pattern. This saves a lot of time and let's your players worry about the weather in two worlds! All fantasy mirrors real life, so give 'em hell if you've got it, and go where the wild winds blow...