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WFRP House Rules
Post your custom or homebrew house rules here
Moderator: FFG DanielCGeckomauglirThe Spaniardynnen Topics: 510 | Posts: 3983
Roles during travel: the one ring
Published on 14 January 2012 - 10:34:31
Page 2 of 2 (28 messages) « First page... 1 2
Reply #16 | Published on 21 March 2012 - 12:15:20

I've been looking into this myself. The problem I have run into is that it is very easy to write something that becomes an Intelligence/Nature Lore-fest. I'm looking to create some roles that can be handled by multiple skills (with different abilities) so the players can make better choices as far as who does what. 

Previous games: Buried, but not Forgotten and Underworld Rising.

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Reply #17 | Published on 21 March 2012 - 12:54:51

Doc, the Weasel said:

I've been looking into this myself. The problem I have run into is that it is very easy to write something that becomes an Intelligence/Nature Lore-fest. I'm looking to create some roles that can be handled by multiple skills (with different abilities) so the players can make better choices as far as who does what. 

I run into a similar problem. I had some idees but never get to the point to implement them.

Animal Handling(care) to take care of the horses (if applicable).

Observation or Intuition (orientation) may help not to get lost in case there territory is unknown or the party does not have a map

Leadership (logistics) to reduce time by optimizing the timing of the party

Folklore (geography) to find short cuts or safer paths between point A and point B

Resilience() If the party wants to travel more hours every journey -> In that case (if applicable) Ride (long distance travel) for the mounts

Stealth(wilderness, rural...) If crossing hostile terrain...

 

As I said, I failed. I am looking forward to see what you came up with.

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Reply #18 | Published on 21 March 2012 - 14:55:49

I like the ideas being generated here, and I'm interested in seeing the outcome, particularly for the systems that are very lightweight and flexible.

What I love about this v3 system is that it makes it easy to arbitrate the rolls and dish out consequences.  A bad scout check could result in increased party stress, PC stress, Fatigue from taking a longer way round, etc.  Did a horse die? Do they arrive wounded? Rested? Inspired?

For me, the focus isn't on the journey so much as the consequences of the journey: what state will the PCs be in when they arrive to where they are going?

Of course, having a mega encounter ready for something in the middle is always a possibility too, but for the most part for our group, it's the condition of the party when they arrive.

Where am I again?

Reply #19 | Published on 28 March 2012 - 22:54:15

As much as I like The One Ring, I'd be inclined to do something that feels more in keeping with WFRP systems. I'm not quite sure exactly how it would work but I'd make a card for different terrains like:

Foothills

Terrain, Guide

Difficutly: 1 Difficulty, 1 Misfortune

Special: Add additional Difficulty for extended trips. Add 1 Fortune if Leadership trained. Add 1 Fortune if well supplied. Add 1 Fortune if the party is mounted.  If the check fails, apply any fatigue and then encounter a wondering monster before trying again.

Nature Lore (Int)

1 Success: The character and allies arrive at their destination with 3 fatigue each

3 Success: The character and allies arrive at their destination with 1 fatigue each

1 Boon: reduce the fatigue earned by 1.

1 Comet: The party arrives early than expected (GM decides how much)

1 Bane: Each character in the party suffers 1 fatigue and 1 stress

2 Banes: The party arrives later than expected (GM decides how much)

Chaos Star: Each party member must make a 1d Resilience check or contract a Disease

Chaos Star: Wandering Monster! (Apply all fatigue and stress before starting the encounter)

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Reply #20 | Published on 03 April 2012 - 05:26:41

I've been using a version of what I posted earlier in my game and have been pretty pleased with the outcome so far. Notice that I made this rule specifically with my own campaign in mind, so it might not suit every type of travel. What it's made for, is games where your travel speed and rations are of importance. In my game, the party is traveling at winter, lugging a big chest with them (taking up room that could be used for rations) and being constantly pressured by the story to hurry to their next destination.

To avoid excessive dice rolling, while at the same time not just doing one roll for the entire trip, each day is boiled down to one roll using the average attribute score, fortune dice, expertice dice and reckless stance of the group. The reason for using reckless only, is to give the party the ability to press forward harder, but risk more. Conservative dice increases the chances of getting successes, which increases the speed of the group, which I felt didn't quite fit. I might include it in later versions though.

The sheet below is placed on the table, and the GM places tokens on the relevant modifiers, adjusting them each day if conditions change.

 

 

 

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Reply #21 | Published on 10 April 2012 - 15:29:07

 Ralzar, I love both your sets of traveling rules. Would you allow me to translate them and share with the french community ?

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Reply #22 | Published on 11 April 2012 - 02:11:03

alecoi01 said:

 Ralzar, I love both your sets of traveling rules. Would you allow me to translate them and share with the french community ?

Sure, Go ahead.

By the way, one other thing I do that I forgot to mention: When the party rolls Chaos Stars, or something else happens that makes it fitting, I socket a status effect card to the party sheet.
For example, since my game is set in Norsca during the winter, I socket the "Freezing" status effect to the party-sheet. To get rid of it, the characters have to actively spend time and effort on trying to get warm or roll a Comet on the next travel roll.
It's all about making the traveling feel like a group effort where any victories or failures are felt by everyone.

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Reply #23 | Published on 11 April 2012 - 12:29:47

Thanks !

And great idea !

Another possibility : increase the group's tensions !

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Reply #24 | Published on 12 April 2012 - 03:32:38

Yeah, I've been using the tension-meter quite a bit as well. But I generally increase that when the party gets delayed or arrive at a destination and discover that they they've arrived too late.

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Reply #25 | Published on 02 May 2012 - 11:39:11
2
0

Gonna yoink this for sure.

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Reply #26 | Published on 02 May 2012 - 17:05:55

Made an update to how temperature works.

 

 

 

Notes after having used it for several sessions: Unless you have lots of encounters on the way, the characters tend to heal back any fatigue gained during the day when they rest at night. Other than constantly throwing enemies and obstacles at them to give them extra fatigue, the best way to have the journey wear them down is this:

* Keep track of food and food consumption. You don't have food? You halve the amount of Fatigue/Stress you remove during rest, rounding down.

* Use the Party Tension meter. Bad rolls and Chaos Stars should make it rise. If it hits a mark for "Gain 1 Stress and 1 Fatigue" (for example) those effects are PERMANENT until the character get the party tension below that point. So they start each day with 1 Stress/Fatigue.

* Apply weather effects to any checks during rest to regain wounds/faigue/stress. If you're sleeping outdoors in a rainstorm, you're probably not going to sleep as well as if you were sleeping in a house on a calm summer night.

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Reply #27 | Published on 07 May 2012 - 10:27:00

I actually keep track of two forms of stress/fatigue; one is situational (normal) and the other long term.

Long term stress is tracked on both the party sheet and character sheets. E.g. you add 1 fatigue to the party sheet and every PC gains that fatigue too.  When the PCs rest/recover stress/fatigue, healing, etc. they cannot resolve the party stress. So if PC 1 has three stress, 1 from the party sheet, they can only recover two stress using the normal means. 

To clear the long-term fatigue/stress they must put significant investment into recovery.  Longer downtime, better food, etc. As such, I use it sparingly, but adding 1 or 2 fatigue or stress as a result of a harrowing mountain crossing might take a couple of days to recover.  Seems to really work for us.

Where am I again?

Reply #28 | Published on 07 May 2012 - 10:38:04

Wow, that's a great idea. And exactly what I was missing for my travel rules. I've allready been experimenting with giving the party sheet more of a role by slotting status effects (like Freezing) to the party sheet. I've actually been thinking of something that fits in with your rule: If the party tension reaches a mark where there is a negative effect, the effect is permanent until party tension is rduced below that point.

For example, gaining 1 Stress and 1 Fatigue at Party Tension 7. They would then just have 1 Stress and 1 Fatigue each that couldn't be removed by normal means, but only through lessening Party Tension to 6 or less.

With these rules the Party Tension meter would naturally not go around to space 0 once it should go beyond the max space, but instead stya at the max space.

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