@@ -48,7 +48,7 @@ How much the troupe actually engage with their \gls{guard} missions depends on t
What did you do?
\item[Alice:]
Well, Grogfen helped a trader getting to town\ldots
(but I don't want to tell her about entering a town, or the \glsentrylongpl{sp} she paid us)
(but I don't want to tell her about entering a town, or the \glsentrylongpl{sp} she paid us).
\item[\gls{gm}:]
So how will you explain how long the mission took?
Remember, she has a record of when Grogfen left the \gls{jotter} who gave her the mission.
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@@ -128,15 +128,13 @@ How much the troupe actually engage with their \gls{guard} missions depends on t
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 anyone arranging a safe position for them.
Family and social ties are very important in \gls{fenestra}, so people can end up in the \gls{guard} just because they don't have anyone arranging a safe position for them.
\item[Siobhan:]
This equipment looks a bit rubbish.
Can't I get something better?
At least some proper armour?
\end{description}
}{
Starting equipment and beliefs all come wrapped together with the core concept in character creation.
This helps new people get up and running quickly.
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@@ -159,7 +157,7 @@ How much the troupe actually engage with their \gls{guard} missions depends on t
Sure, but how would a loner ask for equipment?
What would they do?
\item[Siobhan:]
He's probably ask her when she's alone.
He'd probably ask her when she's alone.
Knock politely, and just explain he's not been given the tools to survive.
\end{description}
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@@ -176,15 +174,15 @@ How much the troupe actually engage with their \gls{guard} missions depends on t
\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.
Sootfilch, Grogfen and Mossboke will journey out to two neighbouring \glspl{village} -- that means a `walled village' -- and cut around the perimeter.
\item[Matt:]
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.
%!
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.
Sinkwall lies ten miles North, and they say that the swamp hag lives nearby.
Soumarch takes fourteen miles march South, but has \pgls{bothy} half way along.
\Gls{jotter} Cartpike gives everyone two days' rations (hardened cheese and mutton pies), and lets you pick your poison.
\end{description}
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@@ -223,7 +221,7 @@ 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 humans two will have to take 2 \glspl{fatigue} from the freezing weather.
Oh yea\ldots 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.
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@@ -250,11 +248,11 @@ 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.
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.
}
\sideBySide{
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@@ -280,9 +278,9 @@ How much the troupe actually engage with their \gls{guard} missions depends on t
}{
When two people (or creatures) act against each other, the player rolls at \tn[7], plus their opponent's score.