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A Question Of Agency?
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<blockquote data-quote="Fenris-77" data-source="post: 8164603" data-attributes="member: 6993955"><p>Well, ItW&W, as a supplement, is more focused on smaller wilderness areas, with the stated goal being nifty 'wilderness dungeons'. This is predicated on the presence of paths of various sizes sorts and difficulties. Travel at the 6 mile hex level is about the initial binary of follow the path or not, and it goes from there. Staying on the path means encounter rolls with bespoke tables and eventual arrival at .... wherever the path leads. Leaving the path means navigation tests and a roll (not easy) with failure meaning a roll on the becoming lost table, which tells you how long and where you end up. Lets call IWW (a shorter acronym) a system for regional level travel, or something between one and a handful of adjacent 6 mile hexes. The construction of these wilderness dungeons is a randomized system that scatters adventure nodes of different sizes and sorts over a hex and then connects them with various types paths.</p><p></p><p>For the perilous journey kind of travel you're talking about I'd probably use something more or less like the DW journey rules from Perilous Wilds. Navigations rolls, roles for different party members, but streamlined for OSR play and with a heavy emphasis on resource management (food and light are the gas in my adventure engine). I have a bunch of random tables that cover what DW would call discoveries, usually arranged by region and terrain type, so it's more than just wandering monsters.</p><p></p><p>In both cases, I'd use the IWW camp loop. IWW focuses on water, food, and shelter as the core needs. The party roles 3d6, one for each need, with successes on a 4+ and appropriate skills granting advantage on the roll. 3 successes means everyone is fine, and less successes add one or more levels of exhaustion to one or more party members who can consume resources to mitigate the exhaustion. Six levels of exhaustion kills you, so there's some bite to the rules. The encounter rules I use have some resource consumption built into them and I also have resource consumption baked into my rules for resting during the day. The goal there is to thread food and light resource management as deep into the day-to-day as I can so it seems less like an occasional mini-game and more like a fact of life.</p></blockquote><p></p>
[QUOTE="Fenris-77, post: 8164603, member: 6993955"] Well, ItW&W, as a supplement, is more focused on smaller wilderness areas, with the stated goal being nifty 'wilderness dungeons'. This is predicated on the presence of paths of various sizes sorts and difficulties. Travel at the 6 mile hex level is about the initial binary of follow the path or not, and it goes from there. Staying on the path means encounter rolls with bespoke tables and eventual arrival at .... wherever the path leads. Leaving the path means navigation tests and a roll (not easy) with failure meaning a roll on the becoming lost table, which tells you how long and where you end up. Lets call IWW (a shorter acronym) a system for regional level travel, or something between one and a handful of adjacent 6 mile hexes. The construction of these wilderness dungeons is a randomized system that scatters adventure nodes of different sizes and sorts over a hex and then connects them with various types paths. For the perilous journey kind of travel you're talking about I'd probably use something more or less like the DW journey rules from Perilous Wilds. Navigations rolls, roles for different party members, but streamlined for OSR play and with a heavy emphasis on resource management (food and light are the gas in my adventure engine). I have a bunch of random tables that cover what DW would call discoveries, usually arranged by region and terrain type, so it's more than just wandering monsters. In both cases, I'd use the IWW camp loop. IWW focuses on water, food, and shelter as the core needs. The party roles 3d6, one for each need, with successes on a 4+ and appropriate skills granting advantage on the roll. 3 successes means everyone is fine, and less successes add one or more levels of exhaustion to one or more party members who can consume resources to mitigate the exhaustion. Six levels of exhaustion kills you, so there's some bite to the rules. The encounter rules I use have some resource consumption built into them and I also have resource consumption baked into my rules for resting during the day. The goal there is to thread food and light resource management as deep into the day-to-day as I can so it seems less like an occasional mini-game and more like a fact of life. [/QUOTE]
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