diff --git a/classes.tex b/classes.tex index 23b1ed6c956325dfd85f57572c8cd8093b37d3ba..fa9a5ee708826257e7dacfb5678d8d76dfe2ccd9 100644 --- a/classes.tex +++ b/classes.tex @@ -46,7 +46,7 @@ They worship \glsentrytext{knowledgegod}.\footnote{See page \pageref{gods_codes} {0}% COMBAT {Academics~1, \Path{Alchemy}{\invocation~2, \illusion~1}}% SKILLS -{\Dagger, 1 x \glsentrytext{adventuringequipment}}% EQUIPMENT +{\Dagger, 1 x \glsentrytext{adventure} equipment}% EQUIPMENT {} \subsubsection{Spells} @@ -140,7 +140,7 @@ Water can be turned to slime or webbing, webs could be turned to water, and the {1}% COMBAT {Academics~1, Empathy~1, Wyldcrafting~1 \Path{Divinity (\gls{naturegod})}{\aldaron~2, \conjuration~1, \polymorph~3}}% SKILLS -{\spear, \partialleather, dagger, 1 x \glsentrytext{adventuringequipment}}% EQUIPMENT +{\spear, \partialleather, dagger, 1 x \glsentrytext{adventure} equipment}% EQUIPMENT {\addtocounter{fp}{5}} The arch druid can perform the same spells as before, but faster -- level 1 Aldaron spells can be cast instantly, such as \textit{Light}; as can level 2 Polymorph spells such as \textit{Race Change}. @@ -227,7 +227,7 @@ They follow the Code of Acquisition. {0}% DR {1}% COMBAT {Deceit~1, Larceny~1, Stealth~2\knacks{\perfectsneakattack}}% SKILLS -{\longsword, \completeleather, dagger, lock pick tools, 1 x \glsentrytext{adventuringequipment}}% EQUIPMENT +{\longsword, \completeleather, dagger, lock pick tools, 1 x \glsentrytext{adventure} equipment}% EQUIPMENT {\addtocounter{fp}{5}} \subsubsection{Bard} @@ -250,7 +250,7 @@ Alternatively, rogues may go the route of a singing socialite, and even learn to \knacks{\perfectsneakattack} \Path{Song}{\fate~1, \enchantment~2} }% SKILLS -{\longsword, \partialleather, dagger, lantern, camping equipment, writing equipment, 2 x \glsentrytext{adventuringequipment}. +{\longsword, \partialleather, dagger, lantern, camping equipment, writing equipment, 2 x \glsentrytext{adventure} equipment. }% EQUIPMENT {\addtocounter{fp}{5}} @@ -316,7 +316,7 @@ After progressing, particularly pious fighters can gain a level or two in Fate, {2}% COMBAT {Academics~1, Deceit~1, Tactics~1 \Path{Divinity}{\fate~2}\knacks{\adrenalinesurge, \charge}}% SKILLS -{\greatsword, \partialchain, \bucklar, 2 x \glsentrytext{adventuringequipment}}% EQUIPMENT +{\greatsword, \partialchain, \bucklar, 2 x \glsentrytext{adventure} equipment}% EQUIPMENT {\addtocounter{fp}{5}} \subsubsection{Ranger} @@ -338,7 +338,7 @@ Whether this comes through prayer or inborn abilities which develop over time, a {2}% COMBAT {Projectiles~1, Wyldcrafting~1, Seafaring 1, Tactics~1 \Path{Blood}{\aldaron~2}\knacks{\mightydraw, \charge}}% SKILLS -{\longsword, \partialchain, \bucklar, bow, 2 x \glsentrytext{adventuringequipment}}% EQUIPMENT +{\longsword, \partialchain, \bucklar, bow, 2 x \glsentrytext{adventure} equipment}% EQUIPMENT {\addtocounter{fp}{5}} \input{story/3-xp.tex} diff --git a/combat.tex b/combat.tex index 3fd25eb5a404d073bad606b7dc134263c5576d53..ee1c2e3e61b6679ed52d2f599eb52097965f8a0c 100644 --- a/combat.tex +++ b/combat.tex @@ -456,7 +456,7 @@ Every time someone would lose \glspl{hp}, the character marks off \gls{fp} inste Everyone in the world begins with 5 base \gls{fp}. This is then modified by their Charisma Bonus, so someone with Charisma -2 starts with 3 \gls{fp}. -The difference between the \glspl{pc} and the \glspl{npc} is that \glspl{pc} start play with a full allotment of \gls{fp} at the beginning of each adventure. +The difference between the \glspl{pc} and the \glspl{npc} is that \glspl{pc} start play with a full allotment of \gls{fp} at the beginning of each \gls{adventure}. \Glspl{npc} start with none, but regain \gls{fp} at the end of each scene as usual. As a result, most \glspl{npc} effectively have 0 \gls{fp}. The \gls{gm} can mostly ignore \gls{npc} \gls{fp} and Damage will be applied directly to \gls{npc} \glspl{hp}. @@ -861,7 +861,11 @@ When an enemy flees the scene after a fight has begun, characters still gain ful \subsection{Fleeing} -Chases form some of the most dramatic scenes in an adventure. When running on an open field without any barriers, everyone simply runs at full speed -- whoever has the highest Speed + Athletics total succeeds in running away or catching up with an opponent. But when running through marshes, down alleys, climbing up cliffs, or otherwise finding a reason to change direction, \glspl{pc} must roll. +\iftoggle{verbose}{ +Chases form some of the most dramatic scenes in any \glsentrytext{adventure}. +When running on an open field without any barriers, everyone simply runs at full speed -- whoever has the highest Speed + Athletics total succeeds in running away or catching up with an opponent. +But when running through marshes, down alleys, climbing up cliffs, or otherwise finding a reason to change direction, \glspl{pc} must roll. +}{} The system is simple -- one player rolls $2D6$ for the group. Each person then modifies this group score. Since the party will probably run at different paces, they have the option of abandoning slower members or slowing down to the pace of the slowest member. diff --git a/glossary.tex b/glossary.tex index dae7d986bc60fe31750e5f5bd46da2f14a992467..14de48e7069973066857a01f1f3ba79f07b88fa9 100644 --- a/glossary.tex +++ b/glossary.tex @@ -6,18 +6,18 @@ \iftoggle{aif}{ - \newglossaryentry{adventuringequipment}{ - name={Mission Equipment}, - text={mission equipment}, - first={\textit{mission equipment}}, - description={Any of the items typically used by the \glsentrytext{guard} -- you can decide exactly what this is later} + \newglossaryentry{adventure}{ + name={Mission}, + text={mission}, + first={\textit{mission}}, + description={This refers both to tasks the \glsentrytext{guard} receive, and to a single session where the players are foccussed on their mission} } }{ - \newglossaryentry{adventuringequipment}{ - name={Adventuring Equipment}, - text={adventuring equipment}, - first={\textit{Adventuring Equipment}}, - description={Any of the items typically used by adventurers -- you can decide exactly what this is later} + \newglossaryentry{adventure}{ + name={Adventuring}, + text={adventuring}, + first={\textit{Adventuring}}, + description={This refers either to the players' current goals, or a single session} } } diff --git a/gm.tex b/gm.tex index f7058457c9ea727d96d406c98b11268234e7b5d9..04edfbe25a6d16b144eb3c7f4bf03cadc10fd322 100644 --- a/gm.tex +++ b/gm.tex @@ -80,11 +80,11 @@ A crappy roll to open a door suggests the massive door has wedged properly shut. A fantastic roll to talk to the local lord might indicate he has family in that character's home village. Explaining results can come easier than making them up whole-cloth. -If you interpret the dice rolls as just how well a character has performed that day, a lot of the system will stop making sense; when one \gls{pc} fails to convince the town master to fund their adventure, another steps in to `try their luck'. -But if the players understand that the town master's raging toothache has put him in a foul mood, the rest should understand that the result (or at least the roll) will remain no matter who tries to speak with him. -This leaves room for some other \gls{pc}, with better stats, to succeed in the mission (they might succeed on the roll of a `7'), but does not encourage a ring of players rolling dice like a bunch of bored gamblers. +If you interpret the dice rolls as just how well a character has performed that day, a lot of the system will stop making sense; when one \gls{pc} fails to convince a \iftoggle{aif}{town master}{baron} to fund their \gls{adventure}, another steps in to `try their luck'. +But if the first player to roll understands that the \iftoggle{aif}{town master}{baron}'s raging toothache has put him in a foul mood, the rest should understand that the result (or at least the roll) will remain no matter who tries to speak with him. +This leaves room for some other \gls{pc}, with better stats, to succeed in the endeavour (they might succeed on the roll of a `7'), but does not encourage a ring of players rolling dice like a bunch of bored gamblers. -\subsubsection{Let Players `Ruin' the Adventure} +\subsubsection{Let Players `Ruin' the \Glsentrytext{adventure}} Encounters don't have to play through like you think they will. If the players flood a dungeon, cast a fireball at the king, or raise their Aldaron and Wyldcrafting so high that every wild animal encounter turns into a pet in a growing army, take a breath, re-examine the situation, and go from there. @@ -116,7 +116,7 @@ Don't ask the players what their characters want to do, just jump straight to th Since people in BIND heal at the real-world rate, players will ask about stopping to heal often, and the default answer should be `yes'. Once they reach a town or village, they can rest up, and you can mark weeks or months off your calendar. -\Gls{downtime} also provides the best opportunity for purchasing items, like expensive armour, or specialized \gls{adventuringequipment}. +\Gls{downtime} also provides the best opportunity for purchasing items, like expensive armour, or specialized \gls{adventure} equipment. Of course, if they have active enemies, you can throw them in here, or just run a single encounter in town, to keep them on their toes. @@ -400,7 +400,7 @@ In addition to story-based Side Quests, it's good to give each area a bunch of e \end{list} This collection of non-quests serves two functions. -The first is to provide some short encounter when the time calls for it, but without getting the party wrapped up in yet another adventure. +The first is to provide some short encounter when the time calls for it, but without getting the party wrapped up in yet another \gls{adventure}. If you already have five Side Quests happening at the same time, that's probably as much as the players can handle. The second use is in wrapping up a campaign. @@ -475,7 +475,7 @@ Now let's expand with some foreshadowing: An alchemist asks the characters to find the items bandits stole from him. \end{enumerate} -Now let's add a decoy -- the bandits must know adventurers often come after them, so they can send someone to lead the party into a trap. +Now let's add a decoy -- the bandits must know \iftoggle{aif}{\glsentrytext{guard}}{adventurers} often come after them, so they can send someone to lead the party into a trap. And finally, we might add another lead to make things interesting. Perhaps the bandit leader began as an alchemist who left his circle because they began practising Necromancy, and they want him dead so he doesn't spill the beans. diff --git a/magic.tex b/magic.tex index bd701ca2d57c38c6c6afaffe6be0f9de529b5d9b..501eee4c33db71ad89dcec96c5f4d1f9e78b42d2 100644 --- a/magic.tex +++ b/magic.tex @@ -280,7 +280,7 @@ Whichever has the most empty slots restores mana first, so if one item has 1 out If items are tied, roll a die to see which regenerates \glspl{mp} first. \iftoggle{verbose}{ - For this reason, adventuring parties cannot make use of dozens of magical items at once. + For this reason, parties on some \gls{adventure} cannot make use of dozens of magical items at once. }{} \spell{Imbuing}{Instant}{Empathy}{Add \glspl{mp} to a mana stone}\\ diff --git a/races.tex b/races.tex index c4a4401a922eedbb516a0a019bcd624be9fafd98..fe32df19870d57e256e4c17ac3484572523fa971 100644 --- a/races.tex +++ b/races.tex @@ -83,7 +83,9 @@ Dwarves who leave the mountain are generally traders, but since most male dwarve Many traders often take on martial jobs if the payment is right. Female dwarves will have a hard time leaving the mountain as they are so in demand, but since few people are in a position to order them about they can ignore most objections if they are obstinate enough. -Other dwarves will leave specifically in search of glory and wealth. They will introduce themselves in a formal manner as adventurers and inquire about local military tasks. Their wealth will be focussed on buying good quality weapons and armour and any spare will be donated to their local temple. +Other dwarves will leave specifically in search of glory and wealth. +They will introduce themselves in a formal manner as adventurers and inquire about local military tasks. +Their wealth will be focussed on buying good quality weapons and armour and any spare will be donated to their local temple. \end{multicols} diff --git a/rules.tex b/rules.tex index c7a672b4b062f0246f1a11a01cfb95a02adf4145..95404549f028b849d34532e1cabcb7dc5e925ab7 100644 --- a/rules.tex +++ b/rules.tex @@ -223,7 +223,7 @@ See page \pageref{gods_codes} for details on the gods and personal codes of hono \subsubsection{Training Time} The \gls{gm} may wish to only award \gls{xp} at the end of a session, and may restrict when it can be spent. -Each Trait should increase by no more than a single level during the course of an adventure -- you might be lucky enough to get enough \gls{xp} to raise your Strength from -2 to +1 in a single session, but nobody can accrue that kind of muscle mass in such a short period of time. +Each Trait should increase by no more than a single level during the course of one \gls{adventure} -- you might be lucky enough to get enough \gls{xp} to raise your Strength from -2 to +1 in a single session, but nobody can accrue that kind of muscle mass in such a short period of time. }{} \subsubsection{What Counts?} @@ -572,22 +572,22 @@ Characters can only buy expensive, artisan, items in cities. \index{Starting Equipment} \label{adventuringequipment} -\index{\Glsentrytext{adventuringequipment}} +\index{\Glsentrytext{adventure} equipment} -Characters begin with money, items, and \gls{adventuringequipment}. +Characters begin with money, items, and \gls{adventure} equipment. Characters each start with one items per Skill level, and each item can be worth 10 \glspl{sp} or less. This might include a sword, dagger, a donkey, or anything else worth 10 \gls{sp} or less. -The player can decide to replace any of these items with a generic item called \gls{adventuringequipment}. -If a player has an \gls{adventuringequipment} item, they can decided to describe exactly what it is later in the game. +The player can decide to replace any of these items with a generic item called \gls{adventure} equipment. +If a player has an \gls{adventure} equipment item, they can decided to describe exactly what it is later in the game. -\Gls{adventuringequipment} cannot be given away or acted upon in any way without stipulating exactly what it is. +\Gls{adventure} equipment cannot be given away or acted upon in any way without stipulating exactly what it is. \iftoggle{verbose}{ \input{story/9-rations.tex} }{} -\Gls{adventuringequipment} can include any of the following items: +\Gls{adventure} equipment can include any of the following items: \begin{multicols}{2} \begin{itemize} @@ -608,10 +608,6 @@ If a player has an \gls{adventuringequipment} item, they can decided to describe \end{itemize} \end{multicols} -\iftoggle{verbose}{ - \input{story/cc.tex} -}{} - \subsubsection{Starting Money} The amount of bare money a character starts out with depends upon their Skills. @@ -622,6 +618,7 @@ $7\times2\times2 = 28$, so the character starts out with 28 \glspl{cp}. \iftoggle{verbose}{ \input{story/equipment.tex} + \input{story/cc.tex} }{} \subsection{Services} @@ -679,16 +676,16 @@ happens just as fast as players like. If they want to march 10 miles in a morning, they can -- they have no hard limit. Of course after 10 miles, they will have 10 \glspl{fatigue} (except humans, who will have 5), and have to stop for a rest. -\subsubsection{Adventure} +\subsubsection{The \Glsentrytext{adventure}} -The adventure lasts until the current plot-thread is resolved, or some period of `sandboxing' through a world until a proper use of one's time can be found. -At the end of every adventure, \gls{downtime} should be called, and all characters should heal all \glspl{hp}, \glspl{mp}, \glspl{fp}, and \glspl{fatigue}. +The \gls{adventure} lasts until the current plot-thread is resolved, or some period of `sandboxing' through a world until a proper use of one's time can be found. +At the end of every \gls{adventure}, \gls{downtime} should be called, and all characters should heal all \glspl{hp}, \glspl{mp}, \glspl{fp}, and \glspl{fatigue}. \subsubsection{\glsentrytext{downtime}} \Gls{downtime} is when the current stories come to a close and the \glspl{pc} take a rest. \iftoggle{verbose}{% - This non-adventuring period allows the \glspl{pc} to heal, and advance Traits. + This non-\gls{adventure} period allows the \glspl{pc} to heal, and advance Traits. It can be weeks, years, or even decades. The party can declare \gls{downtime} at any point once the \glspl{pc} have reached a safe area, although the \gls{gm} is free to interrupt that \gls{downtime} with events. Likewise, the \gls{gm} can declare a \gls{downtime} at any point, but the players can interrupt this with personal missions. diff --git a/stories.tex b/stories.tex index a3c76fd5dee936f423da5117c2cf1acd5cb366de..131906a44b0c514a388961034db5fd38c4eb6484 100644 --- a/stories.tex +++ b/stories.tex @@ -10,7 +10,7 @@ \noindent Players `write' most of their backstory during play rather than before it. -\Glspl{pc} can start off as blank slates with no history, but the history comes out of the woodwork soon after as players can spend 5 \glspl{storypoint} to bring their history into the current adventure. +\Glspl{pc} can start off as blank slates with no history, but the history comes out of the woodwork soon after as players can spend 5 \glspl{storypoint} to bring their history into the current \gls{adventure}. Let's look at an example: \iftoggle{verbose}{ @@ -61,7 +61,7 @@ As a result almost all stories will have to be told in populated areas such as t The \gls{gm} is, of course, free to veto any Story suggestions without explanation in order to maintain the integrity of the plot or stop cumbersome play issues. -All stories should be noted down on the back of the character sheet, including any stats from companions, just in case they enter during a later adventure. +All stories should be noted down on the back of the character sheet, including any stats from companions, just in case they enter during a later \gls{adventure}. \iftoggle{verbose}{ The \gls{gm} may wish to award a couple of additional \glspl{storypoint} over a very long \gls{downtime}. @@ -84,7 +84,7 @@ This number remains fixed, even after character death, so if a \gls{pc} dies, th \subsection{Combining Stories} -Whether telling one story each adventure or letting everyone know all about your character's backstory all at once, players are encouraged to think about weaving their stories together. +Whether telling one story each \gls{adventure} or letting everyone know all about your character's backstory all at once, players are encouraged to think about weaving their stories together. You may have told us that you learnt gnomish when staying with the gnomes. Now that you need a blacksmith in this village, why not specify that he's a gnome whom you once knew? And if you need a sellsword to join your group later, how about specifying that you once fought with him to defend the gnomes? @@ -148,7 +148,7 @@ However, if you have never wanted for Craft ability then you could declare that \label{oldnpc} You recognise a friendly character from some previous Story you have told. The \gls{gm} will explain why they are in town but you are free to offer suggestions. -Said characters won't necessarily be as useful as they would be if they were brought into the adventure for the first time with Story points and may only help for a scene, but they should be somehow useful. +Said characters won't necessarily be as useful as they would be if they were brought into the \gls{adventure} for the first time with Story points and may only help for a scene, but they should be somehow useful. This may include a trader who was previously known to have valuable information about some situation, or a mage the characters had previously met who could cast a useful spell or two. This \gls{npc} will probably have gained some \glspl{xp} over this time. @@ -182,7 +182,7 @@ This does not count again for the same domain of expertise -- it is only a bonus }{} \story{1}{The Special Item} -You may reveal you have any piece of \gls{adventuringequipment} (see page \pageref{adventuringequipment}) or any item worth 10 \gls{sp} or less. +You may reveal you have any piece of \gls{adventure} equipment (see page \pageref{adventuringequipment}) or any item worth 10 \gls{sp} or less. \iftoggle{verbose}{% Perhaps you have a flask of wine, kept from a special celebration, or a piece of chalk you kept after getting lost in a maze. @@ -197,7 +197,7 @@ You may reveal you have any piece of \gls{adventuringequipment} (see page \pager \story{1}{Old Friend} \label{sharedstories}% At the point a new character joins the group you can select one other player and have a shared background with them (or with another, if your character is new). -You describe how you previously met and possibly adventured together. +You describe how you previously met and possibly travelled together. From then on, you can split the cost of stories, so if the group wants to find a safe space to rest then instead of one character spending 2 Story points you could each spend 1. Each of you can use characters from the other's background, because all your Stories have the option of being shared stories. If you are both of noble heritage, any money you get must be divided between you. @@ -321,7 +321,7 @@ If your safe space is ever invaded due to events outside your control, you recei \end{multicols} \iftoggle{aif}{ -\section{The Call to Adventure} +\section{Campaigns} \begin{multicols}{2} diff --git a/story/9-rations.tex b/story/9-rations.tex index be9e12f111c74cedda84d266b8f3d6629a56bf74..0dc2f458ef4032f07357f22e09587d50217afadd 100644 --- a/story/9-rations.tex +++ b/story/9-rations.tex @@ -1,8 +1,8 @@ \begin{exampletext} Out in the forest, the group need some fire starting equipment. - Luckily, Arneson's player put down three pieces of \gls{adventuringequipment}, which could be any number of things. - He marks one off, and decides this particular piece of \gls{adventuringequipment} is a tinder box, so he can start a fire. + Luckily, Arneson's player put down three pieces of \gls{adventure} equipment, which could be any number of things. + He marks one off, and decides this particular piece of \gls{adventure} equipment is a tinder box, so he can start a fire. - Meanwhile, Hugi is out of rations, so his player marks his last piece of \gls{adventuringequipment} as a day's rations. + Meanwhile, Hugi is out of rations, so his player marks his last piece of \gls{adventure} equipment as a day's rations. \end{exampletext} diff --git a/story/cc.tex b/story/cc.tex index bf4368c54160de8ff0c445cdfad1e9b3dd7ee8ca..ca6f7782a12c8c40dc7af30703408b672fb798c5 100644 --- a/story/cc.tex +++ b/story/cc.tex @@ -2,5 +2,5 @@ \npc{\M}{Sean} \settoggle{examplecharacter}{true} - \person{1}{0}{0}{{0}{-1}{1}}{0}{2}{Academics 1, Empathy 1, Performance 1}{\longsword, \partialchain, \gls{adventuringequipment} x 1, 32\glspl{sp}}{} + \person{1}{0}{0}{{0}{-1}{1}}{0}{2}{Academics 1, Empathy 1, Performance 1}{\longsword, \partialchain, \gls{adventure} equipment x 1, 32\glspl{sp}}{} diff --git a/story/equipment.tex b/story/equipment.tex index 1f0ba7136fbe0e53d9a7d4ee1fb4cf66cf116573..2dacb58a8d5ead30e4f928228865946b7f6bbc04 100644 --- a/story/equipment.tex +++ b/story/equipment.tex @@ -4,7 +4,7 @@ We covered already that he starts with any two items worth 10 \gls{sp} or less plus one more item per Skill. The Combat Skill, Empathy and Performance let him start with 3 items in total. We'll start with some shiny Partial chainmail and a longsword so he can fight. - His final item will be \gls{adventuringequipment}, so he'll have some flexibility for later. + His final item will be \gls{adventure} equipment, so he'll have some flexibility for later. Rolling $3D6-5$ for his starting money, I've got a `9', so I'm starting with ($9\times 2^3$) 72\glspl{cp}.