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