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Indie RPG Newsletter: Cities in RPGs
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<blockquote data-quote="pemerton" data-source="post: 8789311" data-attributes="member: 42582"><p>At the moment I'm getting familiar with Torchbearer's town phase rules. These are driven by town events (rolled on a table at the start of the town phase) and "lifestyle cost" - roughly, each action performed in town phase adds one to the Resources test to pay bills when leaving town.</p><p></p><p>In this system, an adventure in town still requires paying bills and leaving town phase. I expect to see how this works in the next session I run, as the PCs have learned that the Elven Ranger they aim to rescue is in a house in town.</p><p></p><p>Torchbearer defaults to location-based adventures with maps, so for this anticipated adventure I've mapped out the house in question.</p><p></p><p>The last town adventure I GMed was in Burning Wheel. Burning Wheel doesn't rely on maps in the same way, and doesn't have a town phase/adventure phase contrast. So I used various sorts of checks to manage the action in town: Catacombs-wise to navigate through the undercity; raw Speed vs Speed to race against another character to see who gets to the common destination first; Circles tests to manage meeting up with alllies/enemies; etc.</p></blockquote><p></p>
[QUOTE="pemerton, post: 8789311, member: 42582"] At the moment I'm getting familiar with Torchbearer's town phase rules. These are driven by town events (rolled on a table at the start of the town phase) and "lifestyle cost" - roughly, each action performed in town phase adds one to the Resources test to pay bills when leaving town. In this system, an adventure in town still requires paying bills and leaving town phase. I expect to see how this works in the next session I run, as the PCs have learned that the Elven Ranger they aim to rescue is in a house in town. Torchbearer defaults to location-based adventures with maps, so for this anticipated adventure I've mapped out the house in question. The last town adventure I GMed was in Burning Wheel. Burning Wheel doesn't rely on maps in the same way, and doesn't have a town phase/adventure phase contrast. So I used various sorts of checks to manage the action in town: Catacombs-wise to navigate through the undercity; raw Speed vs Speed to race against another character to see who gets to the common destination first; Circles tests to manage meeting up with alllies/enemies; etc. [/QUOTE]
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