Adding travel rules to doc
Rosencrantz
6 years ago
1 | 1 | \documentclass[8pt]{extarticle} |
2 | ||
3 | 2 | \input{prelude.tex} |
4 | 3 | |
5 | 4 | \begin{document} |
12 | 11 | |
13 | 12 | \begin{multicols}{2} |
14 | 13 | |
15 | The rules in this section replace the standard Dungeon World moves | |
16 | \textbf{Make Camp}, \textbf{Take Watch}, \textbf{Undertake a | |
17 |
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14 | The rules in this section replace the standard \textit{Dungeon | |
15 | World} moves \textbf{Undertake a Perilous Journey} and \textbf{End | |
16 | of Session}. The moves \textbf{Undertake a Safe Journey}, | |
17 | \textbf{Undertake a Perilous Journey}, \textbf{Forage}, | |
18 | \textbf{Scout Ahead}, \textbf{Navigate}, and \textbf{Manage | |
19 | Provisions} are inspired by the Dungeon World supplement | |
20 | \textit{The Perilous Wilds}, modified to accomodate concrete | |
21 | distances. The move \textbf{Bail} is inspired by Justin Alexander's | |
22 | \textit{escape check}. The \textbf{Botanicals} referenced here are | |
23 | borrowed from the role-playing game \textit{Ryuutama}. | |
18 | 24 | |
19 | 25 | \begin{basicmove}{Undertake a Safe Journey} |
20 | 26 | When you \textbf{travel by a safe route} through safe or dangerous |
52 | 58 | |
53 | 59 | \begin{basicmove}{Make Camp} |
54 | 60 | When you \textbf{settle in to rest}, choose one member of the |
55 | party to \textbf{Manage Provisions}. Then, if you eat and drink, | |
56 | and have enough XP, you may level up. | |
57 | ||
58 | Choose who is on watch for the evening. The GM asks that person to | |
59 | roll +nothing. \textbf{On a 10+}, choose 2 from the list | |
60 | below. \textbf{On a 7-9}, choose 1 from the list below. | |
61 | ||
62 | \begin{itemize} | |
63 | \item Everyone sleeps soundly; if you ate and drank, then heal | |
64 | damage equal to half your max HP. | |
65 | \item Your camp didn't draw unwanted attention. | |
66 | \end{itemize} | |
67 | \end{basicmove} | |
68 | ||
69 | \begin{basicmove}{Stay Sharp} | |
70 | When you are \textbf{on watch and something approaches}, roll | |
71 | +WIS. \textbf{On a 10+}, you notice in time to alert everyone and | |
72 | prepare a response; all party members take +1 forward. \textbf{On | |
73 | a 7--9}, you manage to sound the alarm, but no one has time to | |
74 | prepare. | |
61 | party to \textbf{Manage Provisions}. If you're somewhere | |
62 | dangerous, then choose someone to \textbf{Take Watch}. If you have | |
63 | enough XP you may level up. When you wake from at least a few | |
64 | uninterrupted hours of sleep heal damage equal to half your max | |
65 | HP. | |
66 | ||
67 | You usually make camp so that you can do other things, like | |
68 | prepare spells or commune with your god. Or, you know, sleep | |
69 | soundly at night. Whenever you stop to catch your breath for more | |
70 | than an hour or so, you've probably made camp. | |
71 | ||
72 | Staying a night in an inn or house is making camp, too. Regain | |
73 | your hit points as usual, but only mark off a ration if you're | |
74 | eating from the food you carry, not paying for a meal or receiving | |
75 | hospitality. | |
76 | \end{basicmove} | |
77 | ||
78 | \begin{basicmove}{Take Watch} | |
79 | When you are \textbf{on watch and something approaches the camp}, | |
80 | roll +WIS. \textbf{On a 10+}, you notice in time to alert everyone | |
81 | and prepare a response; all party members take +1 | |
82 | forward. \textbf{On a 7--9}, you react just a moment too late; | |
83 | your companions in the camp are awake but haven't had time to | |
84 | prepare. They have weapons and armor but little else. \textbf{On a | |
85 | miss}, whatever lurks outside the campfire's light has the drop | |
86 | on you. | |
75 | 87 | \end{basicmove} |
76 | 88 | |
77 | 89 | \begin{basicmove}{Scout Ahead} |
97 | 109 | |
98 | 110 | \begin{itemize} |
99 | 111 | \item You make poor time; travel 2 hexes instead. |
100 | \item You get lost and don't end up where you intend: you'll need to | |
101 | \textbf{Survey} again to find out where you are. | |
112 | \item You get lost and don't end up where you intend: the GM will | |
113 | decide where you ended up, and you'll need to \textbf{Survey} to | |
114 | get your bearings. | |
102 | 115 | \item You run into something dangerous. Better hope your scout has |
103 | 116 | the drop on it! |
104 | 117 | \end{itemize} |
111 | 124 | \begin{itemize} |
112 | 125 | \item Careful management reduces the amount of rations consumed (ask the |
113 | 126 | GM by how much) |
114 | \item The party consumed the expected amount and the food you prepare is | |
115 | excellent—describe it, and everyone who ate it takes +1 forward. | |
127 | \item The party consumes the expected amount and the food you | |
128 | prepare is excellent—describe it, and everyone who ate it takes | |
129 | +1 forward. | |
116 | 130 | \end{itemize} |
117 | 131 | |
118 | 132 | \textbf{On a 7--9}, the party consumes the expected amount of |
119 | 133 | rations. \textbf{On a miss}, in addition to any other mishaps or |
120 | misfortunes, one party member must choose spend an extra ration or | |
121 | go without food. | |
134 | misfortunes, one party member must choose to spend an extra ration | |
135 | or go without food. | |
122 | 136 | \end{basicmove} |
123 | 137 | |
124 | 138 | \vfill\null |
174 | 188 | |
175 | 189 | \begin{itemize} |
176 | 190 | \item Did we discover a new place to put on the map? |
177 |
\item Did we learn |
|
191 | \item Did we learn something new or interesting about the world or | |
192 | its inhabitants? | |
178 | 193 | \item Did we overcome a difficult or interesting situation? |
179 | 194 | \end{itemize} |
180 | 195 | |
195 | 210 | \item The Guild of Engineers builds a Keep on top of an Outpost, |
196 | 211 | leading way to a town in that hex. The Explorer's Guild in this |
197 | 212 | town will house and feed you, so you do not need to either |
198 |
\textbf{ |
|
213 | \textbf{Make Camp} or \textbf{Manage Provisions} while staying | |
199 | 214 | in this hex. |
200 | 215 | \end{itemize} |
201 | 216 | |
205 | 220 | |
206 | 221 | \vfill\null |
207 | 222 | \end{multicols} |
223 | \clearpage | |
224 | ||
225 | \topbanner{Downtime Rules} | |
226 | ||
227 | \begin{multicols}{2} | |
228 | This campaign is designed around the idea that your character won't | |
229 | be present at every game, and that's okay! However, just because | |
230 | your character wasn't involved in an active expedition, that doesn't | |
231 | mean your character was static. To find out what your character has | |
232 | been up while other expeditions happened---that is, when other | |
233 | sessions happened that you weren't present for---you can use these | |
234 | \textbf{Downtime Moves}. | |
235 | ||
236 | If you were present at the last session, then don't use any of these | |
237 | moves: your character is still fresh off their last adventure, and | |
238 | hasn't had time to spend in town. | |
239 | ||
240 | The rules given here will often tell you to roll +absence, which is | |
241 | a modifier based on how long since your character took part in an | |
242 | expedition. | |
243 | \begin{itemize} | |
244 | \item If you last played \textbf{two sessions ago}, then +0. | |
245 | \item If you last played \textbf{more than two sessions ago but in | |
246 | the past month}, then +1. | |
247 | \item If you last played \textbf{more than a month ago}, then +2. | |
248 | \item If you last played \textbf{more than two months ago}, then +3. | |
249 | \end{itemize} | |
250 | ||
251 | You're also not obliged to do a downtime move at all: maybe you just | |
252 | lived as usual! Most of these offer you potential rewards, but as | |
253 | they involve rolling, there's always the chance of failure. | |
254 | ||
255 | \begin{basicmove}{Hustle} | |
256 | When you \textbf{spend time doing odd jobs in the city between | |
257 | expeditions}, roll +absence and select from the following | |
258 | list. \textbf{On a 10+}, choose 3. \textbf{on a 7--9}, choose | |
259 | 2. \textbf{On a 6-}, choose 1, but the GM will likely give you | |
260 | another complication: maybe you agreed to an ill-considered bet, | |
261 | are on the hook for a job, or simply have attracted some attention | |
262 | that will make things hard for you in the future. | |
263 | ||
264 | \begin{itemize} | |
265 | \item You had a memorable experience: take 1 XP, and explain | |
266 | what happened to you in the intervening weeks. | |
267 | \item You did a lucrative job: take 10 gold, and explain what | |
268 | job you did and who you did it for. | |
269 | \end{itemize} | |
270 | \end{basicmove} | |
271 | \end{multicols} | |
208 | 272 | |
209 | 273 | \end{document} |