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Adding travel rules to doc

Rosencrantz 5 years ago
parent
commit
e4b9c8eb11
1 changed files with 94 additions and 30 deletions
  1. 94 30
      travelrules.tex

+ 94 - 30
travelrules.tex

@@ -1,5 +1,4 @@
 \documentclass[8pt]{extarticle}
-
 \input{prelude.tex}
 
 \begin{document}
@@ -12,9 +11,16 @@
 
 \begin{multicols}{2}
 
-  The rules in this section replace the standard Dungeon World moves
-  \textbf{Make Camp}, \textbf{Take Watch}, \textbf{Undertake a
-    Perilous Journey}, and \textbf{End of Session}.
+  The rules in this section replace the standard \textit{Dungeon
+    World} moves \textbf{Undertake a Perilous Journey} and \textbf{End
+    of Session}. The moves \textbf{Undertake a Safe Journey},
+  \textbf{Undertake a Perilous Journey}, \textbf{Forage},
+  \textbf{Scout Ahead}, \textbf{Navigate}, and \textbf{Manage
+    Provisions} are inspired by the Dungeon World supplement
+  \textit{The Perilous Wilds}, modified to accomodate concrete
+  distances. The move \textbf{Bail} is inspired by Justin Alexander's
+  \textit{escape check}. The \textbf{Botanicals} referenced here are
+  borrowed from the role-playing game \textit{Ryuutama}.
 
   \begin{basicmove}{Undertake a Safe Journey}
     When you \textbf{travel by a safe route} through safe or dangerous
@@ -52,26 +58,32 @@
 
   \begin{basicmove}{Make Camp}
     When you \textbf{settle in to rest}, choose one member of the
-    party to \textbf{Manage Provisions}. Then, if you eat and drink,
-    and have enough XP, you may level up.
-
-    Choose who is on watch for the evening. The GM asks that person to
-    roll +nothing. \textbf{On a 10+}, choose 2 from the list
-    below. \textbf{On a 7-9}, choose 1 from the list below.
-
-    \begin{itemize}
-    \item Everyone sleeps soundly; if you ate and drank, then heal
-      damage equal to half your max HP.
-    \item Your camp didn't draw unwanted attention.
-    \end{itemize}
+    party to \textbf{Manage Provisions}. If you're somewhere
+    dangerous, then choose someone to \textbf{Take Watch}. If you have
+    enough XP you may level up. When you wake from at least a few
+    uninterrupted hours of sleep heal damage equal to half your max
+    HP.
+
+    You usually make camp so that you can do other things, like
+    prepare spells or commune with your god. Or, you know, sleep
+    soundly at night. Whenever you stop to catch your breath for more
+    than an hour or so, you've probably made camp.
+
+    Staying a night in an inn or house is making camp, too. Regain
+    your hit points as usual, but only mark off a ration if you're
+    eating from the food you carry, not paying for a meal or receiving
+    hospitality.
   \end{basicmove}
 
-  \begin{basicmove}{Stay Sharp}
-    When you are \textbf{on watch and something approaches}, roll
-    +WIS. \textbf{On a 10+}, you notice in time to alert everyone and
-    prepare a response; all party members take +1 forward. \textbf{On
-      a 7--9}, you manage to sound the alarm, but no one has time to
-    prepare.
+  \begin{basicmove}{Take Watch}
+    When you are \textbf{on watch and something approaches the camp},
+    roll +WIS. \textbf{On a 10+}, you notice in time to alert everyone
+    and prepare a response; all party members take +1
+    forward. \textbf{On a 7--9}, you react just a moment too late;
+    your companions in the camp are awake but haven't had time to
+    prepare. They have weapons and armor but little else. \textbf{On a
+      miss}, whatever lurks outside the campfire's light has the drop
+    on you.
   \end{basicmove}
 
   \begin{basicmove}{Scout Ahead}
@@ -97,8 +109,9 @@
 
     \begin{itemize}
     \item You make poor time; travel 2 hexes instead.
-    \item You get lost and don't end up where you intend: you'll need to
-      \textbf{Survey} again to find out where you are.
+    \item You get lost and don't end up where you intend: the GM will
+      decide where you ended up, and you'll need to \textbf{Survey} to
+      get your bearings.
     \item You run into something dangerous. Better hope your scout has
       the drop on it!
     \end{itemize}
@@ -111,14 +124,15 @@
     \begin{itemize}
     \item Careful management reduces the amount of rations consumed (ask the
       GM by how much)
-    \item The party consumed the expected amount and the food you prepare is
-      excellent—describe it, and everyone who ate it takes +1 forward.
+    \item The party consumes the expected amount and the food you
+      prepare is excellent—describe it, and everyone who ate it takes
+      +1 forward.
     \end{itemize}
 
     \textbf{On a 7--9}, the party consumes the expected amount of
     rations. \textbf{On a miss}, in addition to any other mishaps or
-    misfortunes, one party member must choose spend an extra ration or
-    go without food.
+    misfortunes, one party member must choose to spend an extra ration
+    or go without food.
   \end{basicmove}
 
 \vfill\null
@@ -174,7 +188,8 @@
 
     \begin{itemize}
     \item Did we discover a new place to put on the map?
-    \item Did we learn a new piece of lore about the world or its inhabitants?
+    \item Did we learn something new or interesting about the world or
+      its inhabitants?
     \item Did we overcome a difficult or interesting situation?
     \end{itemize}
 
@@ -195,7 +210,7 @@
     \item The Guild of Engineers builds a Keep on top of an Outpost,
       leading way to a town in that hex. The Explorer's Guild in this
       town will house and feed you, so you do not need to either
-      \textbf{make camp} or \textbf{manage provisions} while staying
+      \textbf{Make Camp} or \textbf{Manage Provisions} while staying
       in this hex.
     \end{itemize}
 
@@ -205,5 +220,54 @@
 
 \vfill\null
 \end{multicols}
+\clearpage
+
+\topbanner{Downtime Rules}
+
+\begin{multicols}{2}
+  This campaign is designed around the idea that your character won't
+  be present at every game, and that's okay! However, just because
+  your character wasn't involved in an active expedition, that doesn't
+  mean your character was static. To find out what your character has
+  been up while other expeditions happened---that is, when other
+  sessions happened that you weren't present for---you can use these
+  \textbf{Downtime Moves}.
+
+  If you were present at the last session, then don't use any of these
+  moves: your character is still fresh off their last adventure, and
+  hasn't had time to spend in town.
+
+  The rules given here will often tell you to roll +absence, which is
+  a modifier based on how long since your character took part in an
+  expedition.
+  \begin{itemize}
+  \item If you last played \textbf{two sessions ago}, then +0.
+  \item If you last played \textbf{more than two sessions ago but in
+    the past month}, then +1.
+  \item If you last played \textbf{more than a month ago}, then +2.
+  \item If you last played \textbf{more than two months ago}, then +3.
+  \end{itemize}
+
+  You're also not obliged to do a downtime move at all: maybe you just
+  lived as usual! Most of these offer you potential rewards, but as
+  they involve rolling, there's always the chance of failure.
+  
+  \begin{basicmove}{Hustle}
+    When you \textbf{spend time doing odd jobs in the city between
+      expeditions}, roll +absence and select from the following
+    list. \textbf{On a 10+}, choose 3. \textbf{on a 7--9}, choose
+    2. \textbf{On a 6-}, choose 1, but the GM will likely give you
+    another complication: maybe you agreed to an ill-considered bet,
+    are on the hook for a job, or simply have attracted some attention
+    that will make things hard for you in the future.
+
+    \begin{itemize}
+      \item You had a memorable experience: take 1 XP, and explain
+        what happened to you in the intervening weeks.
+      \item You did a lucrative job: take 10 gold, and explain what
+        job you did and who you did it for.
+    \end{itemize}
+  \end{basicmove}
+\end{multicols}
 
 \end{document}