diff --git a/play.tex b/play.tex index 67d96b555c87ec528b4d5378ce477a0699471598..a6fbac915202f78ede13a41865c44c749fd9e926 100644 --- a/play.tex +++ b/play.tex @@ -3,9 +3,10 @@ \begin{multicols}{2} \noindent -This is how a game might go. +Take this skeleton as a guide to pacing and background standards. +\Glspl{sq} add far more meat, trials, and fear to a game once they start, that meat's no good without a healthy skeleton of a game. + \glsadd{guard} -Think of this as a skeleton of a game, or just a standard introduction. Once you get into the swing of this simple cycle -- march, encounter, actions, repeat -- the simple resolution system can fill days or weeks of in-game time quite easily. How much the troupe actually engage with their \gls{guard} missions depends on the players -- they may lean into them, and feel pressures on all sides as they juggle a chaotic world with their duties, or may end up abandoning them, and wandering \gls{fenestra} as free agents or bandits (and who can tell the difference?). @@ -181,9 +182,11 @@ How much the troupe actually engage with their \gls{guard} missions depends on t \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. + %! + Sinkwall lies eight miles North, and they say that the swamp hag lives nearby. + Soumarch takes 12 miles march South, but has \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. + \Gls{jotter} Cartpike gives everyone two days' rations (hardened cheese and mutton pies), and lets you pick your poison. \end{description} }{ @@ -194,11 +197,15 @@ How much the troupe actually engage with their \gls{guard} missions depends on t For the mission, he rolls $3D6$ again, and finds the troupe must go to two nearby \glspl{village} and cut away at the perimeter. - Finally, he rolls up a single \gls{village} while two players explain how armour works to Siobhan. - The \gls{village} has bear traps surrounding it (that might make expanding the perimeter challenging!) and rumours about the local swamp-hag who occasionally eats people. - Since it's near a marsh, he names the \gls{village} `Marshwall', and notes it down on his expanding map. + Finally, he rolls up both \glspl{village} while two players explain how armour works to Siobhan. + + \Gls{village} 1 has bear-traps along the perimeter, and rumours about the local swamp-hag occasionally eating people. + It's near a swamp, so he names it `Sinkwall'. + + \Gls{village} 2 has poisoned meat-on-sticks around its perimeter, to kill any wandering predators. + It's a long way South, so he names it `Soumarch'. - The various encounter charts and random tables shouldn't be considered `hard rules' -- they exist to support the \gls{gm}. + The various \gls{village}-event charts and random tables shouldn't be considered `hard rules' -- they exist to support the \gls{gm}. You can find the random rolls in the \textit{Book of Judgement}% \iftoggle{judgement}{, \autoref{encounters}, \autopageref{encounters}}{}. } @@ -207,6 +214,8 @@ How much the troupe actually engage with their \gls{guard} missions depends on t \begin{description} \item[Matt:] May as well do the distant one first. + \item[Alice:] + I want to meet that hag. Can we walk ten miles in an afternoon? \item[\gls{gm}:] Sure, that's just 5 \glspl{fatigue} along the road. @@ -214,7 +223,7 @@ How much the troupe actually engage with their \gls{guard} missions depends on t \item[Matt:] And Laiquon's an elf, so he can ignore the cold. \item[\gls{gm}:] - Oh yea, the \gls{jotter} will have warm clothes for everyone else, but you two will have to take 2 \glspl{fatigue}. + Oh yea, the \gls{jotter} will have warm clothes for everyone else, but you humans two will have to take 2 \glspl{fatigue} from the freezing weather. \end{description} }{ Travelling times are easy to work out. @@ -226,7 +235,8 @@ How much the troupe actually engage with their \gls{guard} missions depends on t \sideBySide{ \begin{description} \item[\gls{gm}:] - So everyone heads off to Marshwall, and on the road traders try to sell you torch pitch and rope for 100~\glspl{cp} each. + So everyone heads North to Sinkwall. + By the time you've gone two miles, a caravan of traders approach, hail you, and try to sell you torch pitch and rope for 100~\glspl{cp} each. \item[Matt:] Nah we're\ldots actually, that'd be really handy. I'll take both. @@ -240,9 +250,10 @@ How much the troupe actually engage with their \gls{guard} missions depends on t We'll see later\ldots \end{description} }{ + The `encounter' with traders could have been broken down into a back-and-forth series of `hail, good traveller', but skipping to the decision-points grants the game a faster pace. + Purchases can get tricky, as tricksters are everywhere. A bad roll can leave the buyer holding useless goods, or buying services from a chancer. - Most of the `secondary skills' (like Crafts and Wyldcrafting) can come in useful for trades. } @@ -250,7 +261,7 @@ How much the troupe actually engage with their \gls{guard} missions depends on t \begin{description} \item[\gls{gm}:] Snow's started to fall, thicker than before. - By evening, the road is white, but you can see Marshwall's high wooden walls ahead, and an archer waves at you from his perch. + By evening, the road is white, but you can see Sinkwall's high wooden walls ahead, and an archer waves at you from his perch. \item[Matt:] Time to rest. \item[\gls{gm}:]