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A Question Of Agency?
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<blockquote data-quote="Fenris-77" data-source="post: 8165056" data-attributes="member: 6993955"><p>1a) Yes, exactly, and those choices are made pretty manifest in actual play (i.e. its not a surprise). I guess its a high res map, with a 6 mile hex set about 6 x 1 mile hexes wide (four fit comfortably on some big hex 8x11 hex paper I use). It's not<em> super</em> preppy though, it's a die drop system, and some of the smaller stuff could easily just be done on the fly. The system does it all prior though, so not like TB, more like classic dungeon design. The finished map looks like a flow chart, not a Dyson Logos production.</p><p></p><p>I do have enough random tables built into my game that I can quite easily run that on the fly entirely if I have to. My encounter process looks more like a discovery generator than it does a wandering monster table. It ranges from signs of life, to props and hazards, to actual monsters, with some conditions and resource management in for good measure.</p><p></p><p>Let me see if I can sketch the feedback loop for you. Food first:</p><p>1) Encumbrance is finite, so the players can only carry so much food and light (water isn't an issue except in deserts and whatnot). PCs can carry their STR in items total, and one ration at a d6 Usage takes up a slot (that has an average of 5 uses before it runs out).</p><p></p><p>2) That Usage Die is rolled once on a short rest, twice on a long rest (standard overnight) and three times on a full rest (a whole day). The latter two use the camp mechanics, so there is some chance to avoid those rolls (3d6 with each success on a 4+ obviating a roll)</p><p></p><p>If you have no rations you accrue exhaustion every rest that you go without, so minimum 1/day. Six levels of exhaustion is fatal. There is also a result on the random encounter charts that forces a rations roll (adventuring is hard work). The math on rations is that each one lasts <em>roughly</em> 2 days. </p><p></p><p>3) The party can <em>Become Lost</em> any time they stray from a marked trail or path, which would include larger scale exploration. They roll a d6 and have to get a 6 or better. There are three mods for this. A map or nav gear gives +1, a local guide gives +2, and a navigation or survival skill grants advantage. The amount of time the party spends lost depends on the reputation of the area (how civilized it is) and ranges from 1d6 hours to 3d6 days. After that time the party regains its bearings in a random location of the GMs choice. Every day spent lost requires 3 ration rolls per PC.</p><p></p><p>This is almost always a player choice, they have to leave the trail, but encounters can be a mitigating factor. This is an old school game, so encounter balance is a fairy tale. Running away is a necessary survival skill. </p><p></p><p>In practical terms there is no loop early in an adventure. The PCs have lots of food and probably at least a map, if not a trail. However, food can disappear fast on a bad day, and exhaustion can pile up quickly, so there's a point at which the party will have to pay careful attention to their travel decisions based on remaining food supplies. This requires an understanding of the math and system. It's simple enough in practice though.</p><p></p><p>To tie that directly to action declaration would happen at the macro level I suppose. Every travel day is a choice about do we push on or do we turn back, and there's a tangible point where there's real risk involved. The real risk is exhaustion of course. Not only does that accrue via running out of food, but it also accrues via HP depletion, and requires a Full Rest to clear (24 hours, which chews rations), and also comes with a random disadvantage for each level (cumulative). </p><p></p><p>Light is a different kind of issue. There is no darkvision in Black Hack, and no permanent, or even long duration light spell, so you absolutely <em>must</em> have light sources for dungeon exploration. When underground you roll a depletion die (Ud6) every turn for your light sources, so a single torch lasts somewhere between half an hour and two hours. There are panic rules for being caught in the dark, so running away, passing out, pissing yourself, that sort of thing. The level of danger is lower unless the party really pushed their luck exploring a larger underground complex. Running out of light deep underground is bad news. So, again, it's a risk vs reward call on the part of the party pretty much continuously. How much farther can we explore before we <em>have</em> to turn back?</p></blockquote><p></p>
[QUOTE="Fenris-77, post: 8165056, member: 6993955"] 1a) Yes, exactly, and those choices are made pretty manifest in actual play (i.e. its not a surprise). I guess its a high res map, with a 6 mile hex set about 6 x 1 mile hexes wide (four fit comfortably on some big hex 8x11 hex paper I use). It's not[I] super[/I] preppy though, it's a die drop system, and some of the smaller stuff could easily just be done on the fly. The system does it all prior though, so not like TB, more like classic dungeon design. The finished map looks like a flow chart, not a Dyson Logos production. I do have enough random tables built into my game that I can quite easily run that on the fly entirely if I have to. My encounter process looks more like a discovery generator than it does a wandering monster table. It ranges from signs of life, to props and hazards, to actual monsters, with some conditions and resource management in for good measure. Let me see if I can sketch the feedback loop for you. Food first: 1) Encumbrance is finite, so the players can only carry so much food and light (water isn't an issue except in deserts and whatnot). PCs can carry their STR in items total, and one ration at a d6 Usage takes up a slot (that has an average of 5 uses before it runs out). 2) That Usage Die is rolled once on a short rest, twice on a long rest (standard overnight) and three times on a full rest (a whole day). The latter two use the camp mechanics, so there is some chance to avoid those rolls (3d6 with each success on a 4+ obviating a roll) If you have no rations you accrue exhaustion every rest that you go without, so minimum 1/day. Six levels of exhaustion is fatal. There is also a result on the random encounter charts that forces a rations roll (adventuring is hard work). The math on rations is that each one lasts [I]roughly[/I] 2 days. 3) The party can [I]Become Lost[/I] any time they stray from a marked trail or path, which would include larger scale exploration. They roll a d6 and have to get a 6 or better. There are three mods for this. A map or nav gear gives +1, a local guide gives +2, and a navigation or survival skill grants advantage. The amount of time the party spends lost depends on the reputation of the area (how civilized it is) and ranges from 1d6 hours to 3d6 days. After that time the party regains its bearings in a random location of the GMs choice. Every day spent lost requires 3 ration rolls per PC. This is almost always a player choice, they have to leave the trail, but encounters can be a mitigating factor. This is an old school game, so encounter balance is a fairy tale. Running away is a necessary survival skill. In practical terms there is no loop early in an adventure. The PCs have lots of food and probably at least a map, if not a trail. However, food can disappear fast on a bad day, and exhaustion can pile up quickly, so there's a point at which the party will have to pay careful attention to their travel decisions based on remaining food supplies. This requires an understanding of the math and system. It's simple enough in practice though. To tie that directly to action declaration would happen at the macro level I suppose. Every travel day is a choice about do we push on or do we turn back, and there's a tangible point where there's real risk involved. The real risk is exhaustion of course. Not only does that accrue via running out of food, but it also accrues via HP depletion, and requires a Full Rest to clear (24 hours, which chews rations), and also comes with a random disadvantage for each level (cumulative). Light is a different kind of issue. There is no darkvision in Black Hack, and no permanent, or even long duration light spell, so you absolutely [I]must[/I] have light sources for dungeon exploration. When underground you roll a depletion die (Ud6) every turn for your light sources, so a single torch lasts somewhere between half an hour and two hours. There are panic rules for being caught in the dark, so running away, passing out, pissing yourself, that sort of thing. The level of danger is lower unless the party really pushed their luck exploring a larger underground complex. Running out of light deep underground is bad news. So, again, it's a risk vs reward call on the part of the party pretty much continuously. How much farther can we explore before we [I]have[/I] to turn back? [/QUOTE]
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