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Audience Bias Table

Audience Bias System

A viewer simulation mechanic that makes the Audience behave like a character with moods, preferences, and shifting values.

What Is It?

Each episode, the Audience has a Bias Profile—it defines what the viewers want to see. Based on this, players earn or lose Audience Sentiment Points for doing things the audience likes or dislikes. The Host rolls this at the start of the episode, or sets it in secret. Players can try to figure it out in-character and play to it for advantages.

🎲 How To Use This Mechanic

At the Start of Each Episode, the Host rolls 1d10 on the Bias Profile Table (below) or picks one.
That Bias is active for the whole episode unless otherwise changed by the Host.
Players earn bonus or penalty Sentiment for matching or clashing with that Bias.
The Host may reveal the Bias at any time, or keep it secret for extra tension.
Players may use Social or Mental rolls to guess the Bias mid-episode (Difficulty 2–3).
Table 1
d10
Bias Profile
Likes (+1 Sentiment)
Dislikes (–1 Sentiment or No Gain)
Quirk (Extra Rule)
1
The Shippers
Emotional drama, confessions, tears, awkward moments
Cold logic, plans, ignoring relationships
+1 Sentiment to all parties in romantic/tense scenes
2
The Strategists
Clever ideas, prep, unexpected logic wins
Fails, random plans, yelling
+2 Sentiment for winning a challenge without using Destiny Dice
3
The Drama Hounds
Betrayals, Critical Fails, public breakdowns
Peace, quiet arcs, cooperation
Causing a T2 or T3 Conflict in someone else gives +3 Sentiment
4
The Underdogs
Failing but trying again, quiet players rising up
Showoffs, dominators, Leaders hogging spotlight
If lowest Sentiment player succeeds a roll, they gain +3 Sentiment
5
The Memers
Catchphrases, recurring gags, visual bits
Boring solutions, silent moments
Using a callback joke or bit gives +1 Sentiment (1/scene)
6
The Purists
Heroism, honesty, teamwork, redemption
Lies, manipulation, unresolved flaws
Each unresolved T2+ Conflict = –2 Sentiment at episode’s end
7
The Edge-Lords
Cool moments, violence, edginess, lone wolves
Cowardice, hugging, “cheesy” speeches
First blood or harsh insult gives +2 Sentiment once per episode
8
The Hostsuckers
Appeasing the Host, agreeing with rules, loyalty
Arguing with Host, breaking game expectations
Flatter or agree with the Host IC = +1 Sentiment (1/scene)
9
The Chaotics
Random actions, chaos, surprise twists
Planning, predictable outcomes
Random action that changes the plan gives +1–2 Sentiment
10
The Professionals
Competence, flawless execution, critical successes
Flaws, slip-ups, overdramatics
Crit Success = +3 Sentiment instead of +2
There are no rows in this table

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