From e5f846e76b48489a70cd6e58b329dad2a4da6303 Mon Sep 17 00:00:00 2001
From: Malin Freeborn <malinfreeborn@posteo.net>
Date: Thu, 29 Feb 2024 08:15:23 +0100
Subject: [PATCH] clean up examples

---
 play.tex | 32 +++++++++++++++-----------------
 1 file changed, 15 insertions(+), 17 deletions(-)

diff --git a/play.tex b/play.tex
index a6fbac91..ceb60f63 100644
--- a/play.tex
+++ b/play.tex
@@ -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.
@@ -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.
 
@@ -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}
 
@@ -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}
@@ -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.
@@ -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{
@@ -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.
 
-  $$2D6 + \underbrace{-1 + 0} ~vs~ 7 + \underbrace{2 + 2 + 2}$$
+  $$2D6 + \underbrace{-1 + 0} ~vs~ 7 + \underbrace{2 + 3}$$
 
-  The creature's total Bonus is +6 (with a snow-camouflage Bonus), so Alice must roll at \gls{tn} 13.
+  The creature's total Bonus is +5, so Alice must roll at \gls{tn} 12.
 }
 
 \sideBySide{
@@ -294,7 +292,7 @@ How much the troupe actually engage with their \gls{guard} missions depends on t
     \item[Siobhan:]
     The what?
     \item[\gls{gm}:]
-    ``Woodspy'' -- a great land-octopus, able to camouflage, with a load of tentacles.
+    ``Woodspy'' -- a great land-octopus, with a load of tentacles, able to camouflage.
     It grabs her and starts to slither away, yanking its way through the trees while holding Grogfen tight above its head.
     \item[Siobhan:]
     What do we do?
@@ -306,10 +304,10 @@ How much the troupe actually engage with their \gls{guard} missions depends on t
     Okay, \dicef{7} \ldots sorry, Alice\ldots
   \end{description}
 }{
-  Everyone starts combat with 3~\glspl{ap} plus their Speed Bonus.
+  Everyone starts combat with 3~\glsentryfullpl{ap} plus their Speed Bonus.
   Having more \glspl{ap} lets you act before others, and do more.
 
-  Most combat actions resist an opponent, so spending \pgls{ap} usually forces an opponent to spend one too.
+  Since most combat actions resist an opponent, spending \pgls{ap} usually forces an opponent to spend one too.
   These forced-expenditures can push characters into negative \glspl{ap}.
   A character on negative \glspl{ap} feels seriously flustered, and takes the negative as a penalty to their actions.
 
@@ -330,7 +328,7 @@ How much the troupe actually engage with their \gls{guard} missions depends on t
     \item[\gls{gm}:]
     What does he say?
     \item[Matt:]
-    `Solid frost, and woodspy tomb'?
+    `Solid frost, make a woodspy tomb'?
     \item[\gls{gm}:]
     Well the snow responds, freezing solid, and holding a couple of tentacles tight.
 
-- 
GitLab