Travel and Exploration
Henry Morton Stanley and Kalulu were quite adept at jungle exploration |
The quick version is:
- When you enter a hex for the first time, you find a point of interest
- Every hex has 3 points of interest
- If you want to find the other two points in that hex you have to explore
- Exploration costs a single WATCH (Thanks Alexandrian). We've kept it a bit more abstract by using fixed units of time (4 hours) and basically throwing out distance.
- If the party decides to travel to a brand new hex, it costs a single WATCH and they have a chance to get LOST and VEER away from their intended direction.
- In order to reward exploration, and allow time constraints to pressurize play without becoming boring, the party can move between KNOWN points of interest without becoming lost.
Travel and Exploration
ARRIVING IN AN
UNEXPLORED HEX
1.
Players arrive in an UNEXPLORED HEX
2.
Players DISCOVER
the DEFAULT POINT OF INTEREST
associated with that hex
a.
The default is listed first under each hex and
marked with arrows (e.g., >>>DEFAULT<<<)
3.
Game Master should then READ aloud THE CHANT for
the Point of Interest
4.
Game Master should then trigger an ENCOUNTER:
a.
RANDOM
b.
PREPARED
c.
NONE
5.
Once the encounter has been resolved the players
are free to:
a.
INVESTIGATE
the Point of Interest further
b.
EXPLORE
the hex they are currently in
c.
TRAVEL
to a neighboring UNEXPLORED HEX
d.
TRAVEL
to a KNOWN neighboring POINT OF INTEREST
INVESTIGATE
The investigation of Points of Interest should be handled
and resolved using the regular play mechanics of the game system being used.
Information contained within THE DARK
under each Point of Interest may assist with this process.
EXPLORE
1.
Exploring a hex costs a single WATCH
2.
At the end of the WATCH players have an ENCOUNTER:
a.
RANDOM
b.
PREPARED
c.
RESOURCE
d.
POINT OF
INTEREST (UNDISCOVERED)
e.
OTHER
WATCH
1.
The WATCH
is the standard unit of currency for
travel and exploration
2.
One WATCH
is FOUR HOURS long
3.
One DAY
is SIX WATCHES
TRAVEL -
UNEXPLORED HEX
1.
Travel from one hex to a neighboring hex costs a
single WATCH
2.
Players choose direction of travel and set out
3.
Do they become LOST?
a.
Becoming lost should be determined by the rule
system currently being used to conduct the game and should always result in:
i. YES they are LOST
ii. NO they are NOT LOST
b.
If the party is NOT LOST they arrive at
their intended hex and ENCOUNTER its
DEFAULT POINT OF INTEREST
c.
If the party is LOST they VEER
i. VEERING
1.
The Game Master ROLLS 1D6 to determine where the party arrives at the end of the WATCH spent traveling
a.
1 -
Party arrives at their POINT OF
DEPARTURE
b.
2-3 -
Party VEERS LEFT
c.
4-5 -
Party VEERS RIGHT
d.
6 -
Party arrives at their INTENDED
DESTINATION
TRAVEL - KNOWN
POINT OF INTEREST
1.
Parties will NOT become LOST if they
are traveling between KNOWN POINTS OF INTEREST
2.
Travel between neighboring POINTS OF INTEREST costs a single WATCH
3.
Points
of interest are considered to be KNOWN
if any member of the party has DISCOVERED
them (this includes NPC Guides, Prisoners, Reliable Maps etc)
4.
At
the end of the WATCH the Game Master
can read THE CHANT associated with
the Point of Interest and/or trigger an ENCOUNTER
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