Browse Source

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}
 \documentclass[8pt]{extarticle}
-
 \input{prelude.tex}
 \input{prelude.tex}
 
 
 \begin{document}
 \begin{document}
@@ -12,9 +11,16 @@
 
 
 \begin{multicols}{2}
 \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}
   \begin{basicmove}{Undertake a Safe Journey}
     When you \textbf{travel by a safe route} through safe or dangerous
     When you \textbf{travel by a safe route} through safe or dangerous
@@ -52,26 +58,32 @@
 
 
   \begin{basicmove}{Make Camp}
   \begin{basicmove}{Make Camp}
     When you \textbf{settle in to rest}, choose one member of the
     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}
   \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}
   \end{basicmove}
 
 
   \begin{basicmove}{Scout Ahead}
   \begin{basicmove}{Scout Ahead}
@@ -97,8 +109,9 @@
 
 
     \begin{itemize}
     \begin{itemize}
     \item You make poor time; travel 2 hexes instead.
     \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
     \item You run into something dangerous. Better hope your scout has
       the drop on it!
       the drop on it!
     \end{itemize}
     \end{itemize}
@@ -111,14 +124,15 @@
     \begin{itemize}
     \begin{itemize}
     \item Careful management reduces the amount of rations consumed (ask the
     \item Careful management reduces the amount of rations consumed (ask the
       GM by how much)
       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}
     \end{itemize}
 
 
     \textbf{On a 7--9}, the party consumes the expected amount of
     \textbf{On a 7--9}, the party consumes the expected amount of
     rations. \textbf{On a miss}, in addition to any other mishaps or
     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}
   \end{basicmove}
 
 
 \vfill\null
 \vfill\null
@@ -174,7 +188,8 @@
 
 
     \begin{itemize}
     \begin{itemize}
     \item Did we discover a new place to put on the map?
     \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?
     \item Did we overcome a difficult or interesting situation?
     \end{itemize}
     \end{itemize}
 
 
@@ -195,7 +210,7 @@
     \item The Guild of Engineers builds a Keep on top of an Outpost,
     \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
       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
       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.
       in this hex.
     \end{itemize}
     \end{itemize}
 
 
@@ -205,5 +220,54 @@
 
 
 \vfill\null
 \vfill\null
 \end{multicols}
 \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}
 \end{document}