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Lets speculate about the Rules for a new system for exploration.
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<blockquote data-quote="JoeCrow" data-source="post: 6082231" data-attributes="member: 1302"><p>Worked pretty much like this: the company is going to travel from one place to another, like from Rivendell to Lake-town, say. They pick a route on the map that they plan to follow, and that'll tell them about how long the trip should take. In the Journey phase, there's four Roles that specific party members can take (Guide, Hunter, Look-Out, Scout) and you usually pick those roles based on how high a certain skill relating to the role is. There's only one Guide, but the rest can have more than one player adopting them. </p><p></p><p>The map tells you what kind of terrain you're going though, and that tells you how hard the rolls are gonna be. Everybody makes fatigue rolls to see if you get Weary from travel, and if somebody botches the roll, a Hazard get activated. Sometimes it's just getting lost (adding to travel time) or some kind of environmental problem (snowstorm, flood, whatever) and sometimes it's an encounter. How the Hazard gets resolved depends on what kind it is; most get resolved by a skill check from the party member whose role matches the problem. Failing adds to Fatigue, and if you're too Fatigued at the end of the journey, you're weaker for the next episode (you get damaged easier, certain rolls are harder). </p><p></p><p>It's kind of an interesting system.</p></blockquote><p></p>
[QUOTE="JoeCrow, post: 6082231, member: 1302"] Worked pretty much like this: the company is going to travel from one place to another, like from Rivendell to Lake-town, say. They pick a route on the map that they plan to follow, and that'll tell them about how long the trip should take. In the Journey phase, there's four Roles that specific party members can take (Guide, Hunter, Look-Out, Scout) and you usually pick those roles based on how high a certain skill relating to the role is. There's only one Guide, but the rest can have more than one player adopting them. The map tells you what kind of terrain you're going though, and that tells you how hard the rolls are gonna be. Everybody makes fatigue rolls to see if you get Weary from travel, and if somebody botches the roll, a Hazard get activated. Sometimes it's just getting lost (adding to travel time) or some kind of environmental problem (snowstorm, flood, whatever) and sometimes it's an encounter. How the Hazard gets resolved depends on what kind it is; most get resolved by a skill check from the party member whose role matches the problem. Failing adds to Fatigue, and if you're too Fatigued at the end of the journey, you're weaker for the next episode (you get damaged easier, certain rolls are harder). It's kind of an interesting system. [/QUOTE]
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