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Messages - Niallism

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I agree about the making a move every day thing being too much.  What I think I will do is rewrite the leader, guide and scout moves to include a 'hold' system, which can be used for various things, such as 'you see the dangerous creatures approaching' and 'you are approached by enemies while on favorable terrain'.  With a typical 10+ Hold 3, 7-9 Hold 1 setup.

I'll approach every journey into the wild with the presumption that there will definitely be danger, and that the moves will just say how bad it is.

I might also make a rule that a desert journey can only be X days long, and after that they must rest up for a day, make camo etc.  So a long journey might necessitate two 'journeys', split by a rest.

Separately, I will generate a list of GM moves for each terrain type in Dark Sun, threats such as monsters, terrain and weather just to make things easier for me and help me to differentiate things.

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Hi

So the first thing I wanted to ask was how much of the Front information to share with the players.  I love the system, it is one of the first 'campaign' systems that actually felt like a system rather than a story.  But it is described as a 'secret tome' or similar, which means I don't know how much to tell the players at first.  Of course, they can start trying to find things out, but it seems strange to not give them at least some basic info.

Secondly, we are playing this game in a setting that is essentially Dark Sun.  I want travel to be more involved and more dangerous, and want very much the number of days spent in the wilderness to matter for much more than the number of rations consumed.  I was thinking of asking for a Defy Danger roll every day, or a tweaked version such as this:

Cross The Wastes:

Athas is a terrible and threatening place. Danger is everywhere, and the wilds can kill you in a heartbeat:

When you leave civilisation behind, for every day of travel, say how you are protecting yourself and roll. If you do it:

by skill at arms, +Str
by moving quickly and stealthily, +Dex
by being tougher than the wild itself, +Con
by using your knowledge of the wilds, +Int
by keeping your eyes and ears open, +Wis
by leading your allies, +Cha
by pairing with a strong ally, both must roll +Bond

?On a 10+, you cross the wastes, encountering only minor dangers.
?On a 7–9, you notice the danger and are ready to avoid, ambush, outwit, or flee it.
?On a 6- the GM will surprise you with an imminent threat.

But the problem with that is that it gets boring to roll repeatedly for a long journey.

I was also/alternatively thinking of changing the Quartermaster role to be Leader, and require +Cha, and to create some kind of 'Hold 3 on a 10+, Hold 1 on a 7-9' mechanic where the Leader can spend hold to do things such as 'organise the party to avoid danger for one day of travel' as well as the more dull 'Halve the number of rations needed'.  Thematically, I'd like the Scout to be more important too, but the Quartermaster is by far the dullest role to be chosen.

Any ideas or recommendations?  Thanks.

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