gdritter repos chalcedony-playbooks / e4b9c8e
Adding travel rules to doc Rosencrantz 6 years ago
1 changed file(s) with 96 addition(s) and 32 deletion(s). Collapse all Expand all
11 \documentclass[8pt]{extarticle}
2
32 \input{prelude.tex}
43
54 \begin{document}
1211
1312 \begin{multicols}{2}
1413
15 The rules in this section replace the standard Dungeon World moves
16 \textbf{Make Camp}, \textbf{Take Watch}, \textbf{Undertake a
17 Perilous Journey}, and \textbf{End of Session}.
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}.
1824
1925 \begin{basicmove}{Undertake a Safe Journey}
2026 When you \textbf{travel by a safe route} through safe or dangerous
5258
5359 \begin{basicmove}{Make Camp}
5460 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.
7587 \end{basicmove}
7688
7789 \begin{basicmove}{Scout Ahead}
97109
98110 \begin{itemize}
99111 \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.
102115 \item You run into something dangerous. Better hope your scout has
103116 the drop on it!
104117 \end{itemize}
111124 \begin{itemize}
112125 \item Careful management reduces the amount of rations consumed (ask the
113126 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.
116130 \end{itemize}
117131
118132 \textbf{On a 7--9}, the party consumes the expected amount of
119133 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.
122136 \end{basicmove}
123137
124138 \vfill\null
174188
175189 \begin{itemize}
176190 \item Did we discover a new place to put on the map?
177 \item Did we learn a new piece of lore about the world or its inhabitants?
191 \item Did we learn something new or interesting about the world or
192 its inhabitants?
178193 \item Did we overcome a difficult or interesting situation?
179194 \end{itemize}
180195
195210 \item The Guild of Engineers builds a Keep on top of an Outpost,
196211 leading way to a town in that hex. The Explorer's Guild in this
197212 town will house and feed you, so you do not need to either
198 \textbf{make camp} or \textbf{manage provisions} while staying
213 \textbf{Make Camp} or \textbf{Manage Provisions} while staying
199214 in this hex.
200215 \end{itemize}
201216
205220
206221 \vfill\null
207222 \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}
208272
209273 \end{document}