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Weather
Sunny turns to rain turns to storm. Each state changes the rules, and the change comes on a timer or each round.
No weather yet
Press the button
The states and what they do
Add a state
Between 2 and 8 states. A state you add is reachable from every other one and can lead anywhere, since the built-in weather chart has nothing to say about it.
When it changes
How often, in minutes
The weather changes when you start a new round.
On the clock, the time left is worked out from the wall clock rather than counted, so a background tab or a locked phone comes back with the right answer. The screen is held awake while it runs.
Forecast
The forecast shows what can follow the weather in play and how likely each one is. Turn it off if you would rather the table did not plan around it.
Sound
A gust on every change and something heavier when a storm arrives. Both are announced in words as well, along with the effects.
Space change the weather
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A rule that changes while nobody is deciding
Environmental rules are the oldest way of making a game feel like it is happening somewhere. The board is the same, the pieces are the same, and yet a round in fog plays nothing like a round in clear weather because the fog took away the thing everybody was relying on. What makes it work is that nobody chose it: the weather is not another player's decision, so it is nothing to argue about.
The chart behind the change is what stops it feeling like a shuffle. Clear weather usually holds or turns to rain. Rain can become a storm. A storm nearly always eases into rain or wind before it clears again. A session therefore has shape: a bad patch that builds and passes, rather than six unrelated cards in a row, and a table can feel the difference even without seeing the chart.
Simulation games in a classroom
The classroom use is not weather at all. Rename the states and the same machine runs a market that moves between boom and slump, a river that floods and dries, a season that turns, a mood in a story that shifts from calm to tense. Three effect lines per state is enough to say what changes without turning into a page nobody reads, and the chart makes the sequence plausible instead of chaotic.
Running it on the clock is what makes it a simulation rather than a turn. Set five minutes, start it, and the condition changes while groups are working rather than when a teacher remembers, which is both fairer and considerably less work. The history strip underneath is a record of what happened, which is usually the thing a class is asked to write about afterwards.
Where it sits beside the other trackers
A weather state is a condition that persists and changes gradually. For one unrelated rule a round with no chart behind it, the round modifiers are simpler and have three ready-made sets. For something that happens once and is over, the event deck is the page, and for a plain clock with nothing attached the countdown timer reads from further away.
Nothing here needs names, so there is nothing to set up before it is useful. What you write stays in this browser, and a link you share carries how often the weather changes and nothing else.
Nothing to install, nothing to sign up for
The tool runs entirely in your browser. There is no account, nothing you make is uploaded, and nothing you type is sent anywhere or put into a link.
The page itself is not silent, though: it carries advertising code and a visit counter that sets no cookie, and the cookie page says exactly what each of those does.
This page remembers your settings in your browser under pph.weather.states, pph.weather.mode and pph.weather.muted, and nowhere else. Clearing your site data for papercarnival.com removes it.
Questions
- Is the next state random?
- It is drawn at random from a chart rather than from the whole list. Clear weather usually stays clear or turns to rain; rain can become a storm; a storm nearly always eases into rain or wind before it clears. That is what makes a session feel like weather rather than a shuffle, and the forecast panel shows the exact chances from wherever you are.
- Can I write my own states?
- Yes, up to eight, each with a name and three effect lines. You can edit the six that come with it as well, which is usually the faster route: keep the names and rewrite the effects for the game you are actually playing. Anything you add is reachable from every other state and can lead anywhere, because the built-in chart has nothing to say about it.
- How does the timer work?
- Pick a number of minutes and press Run the clock. The time left is worked out from the wall clock every time it is drawn rather than counted down tick by tick, so a background tab or a locked phone comes back with the right answer rather than one that stopped counting. The screen is held awake while it runs.
- What is the forecast for?
- Deciding whether to spend something now or wait. A table that can see a storm is unlikely next turn plays differently from one that cannot. Turn it off if you would rather the weather stayed a surprise; the effects in play are always visible either way.
- Does it keep going when I close the tab?
- No. The state in play and the history are saved, but the clock is not, so closing the tab is a pause rather than a fast-forward. Nothing is uploaded, and a share link carries only how often the weather changes.
More from Trackers and meters
Lives tracker
Hearts for every player or one shared pool, big enough to read across a room, out at zero.
OpenHealth bar tracker
Hit points with a bar that changes colour and says its band in words. Damage, heal, and a boss bar.
OpenEnergy meter
A meter per player that you top up, spend, or let drain on its own while the round is running.
OpenEverything in Trackers and meters, and every family on the tools page.