From 476f7dc0b25aab12ee9b8f28965c404459e5084c Mon Sep 17 00:00:00 2001 From: Malin Freeborn <malinfreeborn@posteo.net> Date: Fri, 23 Feb 2024 20:03:27 +0100 Subject: [PATCH] start example of play --- play.tex | 145 +++++++++++++++++++++++++++++++++++++++++++++++++++++++ 1 file changed, 145 insertions(+) create mode 100644 play.tex diff --git a/play.tex b/play.tex new file mode 100644 index 00000000..96f4cf49 --- /dev/null +++ b/play.tex @@ -0,0 +1,145 @@ +\chapter{How It Goes} + +\begin{multicols}{2} + +\sideBySide{ + Scheduling becomes much easier when you just run a game with anyone who's there. + So BIND has a little `restart' at the start of each session. + + \Gls{fenestra} has twelve seasons (which map to our twelve months) so everyone can feel time marching on. + And it marches on regardless of who's at the table that week -- even if nobody's there, \gls{fenestra} keeps moving. + + This copy of BIND's core rules was created during one \showTemperature\ \showSeason. +}{ + \begin{description} + \item[\gls{gm}:] + Fenestra is currently experiencing the freezing season of Qualmea, when the trees shed their leaves, letting sunlight shine on shining, white roads. + + \item[Mat:] + Wasn't it raining last time? Are we jumping time again? + + \item[\gls{gm}:] + Yes - three weeks passes every session, so we've actually started a new 'cycle'. + \end{description} +} + +\sideBySide{ + Character creation's fast, so don't worry about your \gls{pc} dying. + Most will begin as members of the \gls{guard} -- the place they put society's unwanted; the useless miscreants, bastards, and political agitators. + + The character creation rules are in the book of stories% + \iftoggle{stories}{, \autopageref{character_rolls}.}{.} + This book just has a lot of notes on Traits, and details on resolution + (it's mostly good for reference). +}{ + \begin{description} + \item[Nina] + Do I get a character? + \item[\gls{gm}:] + You sure do. + Take the book of stories and roll $2D6$ on these charts. + \item[Nina:] + Okay, I'm a human\ldots called\ldots `Sootfilch'. + What's with the name? + \item[\gls{gm}:] + People in \gls{fenestra} believe that the gods takes the best in life, so it's bad luck to name their children after good things. + + You can roll the stats up next. + There's a guide on the character sheet as well as the players' book. + \end{description} +} + +\sideBySide{ + Starting equipment and beliefs all come wrapped together with the core concept in character creation. + This lets new people get up and running quickly. + + Some of them will grow to like their characters, but if they don't, they can always build their own character, with everything they want, after the first. + + Starting pay for the \gls{guard} is roughly nothing. + This forces the \glspl{pc} into some side-jobs and creative thinking, if they want to get their hands on reasonable weapons and armour. +}{ + \begin{description} + \item[\gls{gm}:] + Low Dexterity and high Intelligence, so we'll look up what that says. + \item[Nina:] + It says I'm a `Loner'. + \item[\gls{gm}:] + That makes sense. + Society and social ties are very important in \gls{fenestra}, so people can end up in the \gls{guard} just because they don't have ties to an employer. + \item[Nina:] + This equipment looks a bit rubbish. + Can't I get something better? + At least some proper armour? + \end{description} +} + +\sideBySide{ + The `role-playing' aspect works as usual (i.e. you do you). + However, there's a light suggestion, especially for new players, that they should roll first and interpret the dice. + + The \gls{gm} doesn't have an exact reference for asking for armour, but since \glspl{jotter} tend to be harsh, he sets the \gls{tn} to 10. +}{ + \begin{description} + \item[\gls{gm}:] + Sure -- you're in a \gls{broch}, so you can ask the \gls{jotter} here. + She does all the paperwork for the \gls{guard}, and decides who gets weapons. + + Roll $2D6$, then add your \roll{Charisma}{Empathy}. + \item[Nina:] + \ldots that's an `11' in total? + Do I pass? + \item[\gls{gm}:] + Sure, but how would a loner ask for equipment? + What would they do? + \item[Nina:] + He's probably ask her when she's alone. + Knock politely, and just explain he's not been given the tools to survive. + \end{description} +} + +\sideBySide{ + The \gls{gm} forgot to prepare anything for the session, but that's okay. + He's already determined the season, so he flips to the encounter charts and rolls $3D6$. + The result is: `a woodspy, with thunder, after 3 \glspl{interval}'. + The \gls{gm} notes that down on his sheet, then looks up the mission. + + Rolling $3D6$ again, he finds the troupe must go to two nearby \glspl{village} and cut away at the perimeter. +}{ + \begin{description} + \item[\gls{gm}:] + \Gls{jotter} Cartpike agrees to give you the armour, as long as you head out on the new mission, immediately. + Sootfilch, Grimesinge, and Mossboke will journey out to two neighbouring \glspl{village} -- that means a `walled village' -- and cut around the perimeter. + \item[Mat:] + We're bush-whacking? + \item[\gls{gm}:] + Yes. + If the forest grows too dense, and approaches \pgls{village}, it means predators can get close, and attack the farmers there. + One lies eight miles North, the other is 10 miles south, with \pgls{bothy} half way along. + + \Gls{jotter} Cartpike gives everyone a day's rations (hardened cheese and a pie), and lets you pick your poison. + \end{description} +} + +\sideBySide{ + Travelling times are easy to work out. + Players can decide their characters travel any number of miles, but every two miles adds \pgls{fatigue}. +}{ + \begin{description} + \item[Mat:] + May as well do the distant one first. + Can we walk ten miles in an afternoon? + \item[\gls{gm}:] + Sure, that's just 5 \glspl{fatigue} along the road. + And an extra 1 \glspl{fatigue} for the freezing weather. + + \end{description} +} + +% Encounters +% RP moment with dice +% Travel +% Combat +% Stories +% + +\end{multicols} -- GitLab