I have pulled a bunch of stuff from the IC thread to avoid cluttering it up with OOC discussion.
OOC: Backtracking to when Khirynnax first made his appearance if I can:
Sure you can. Any time the game moves past something you still want to play out, you can shift the focus back until it is done.
BF, as I alluded to before, I'm not interested in roleplaying constant conflict. I'm pretty close to just having Khirynnax fly off permanently.
I have no objections to inter-party conflict so long as it remains within mutually agreeable bounds and doesn't detract from anyone's enjoyment of the game. It seems we are close to crossing, if not have already done so, that boundary. Do I need to step in?
Just involved in too many games and trying to keep up.
I know the feeling. What not playing a lot of games, 3 of the 4 are new to me. So having to do a lot of reading.
Now, about rations... Trickle never had any to begin with and certainly doesn't have five to spend. So what does that mean for him?
Short Answer:
Every class starts off with five rations. From the Thief Gear section:
Dungeon World said:
Your load is 9+Str. You start with dungeon rations (5 uses, 1 weight), leather armor (1 armor, 1 weight), 3 uses of your chosen poison, and 10 coins. Choose your arms: ...
So Trickle is fine.
Long Answer:
What actually happens when you run out of rations isn't really explained. I am thinking along the lines of using the Debilities (Weak, Sick, Confused) tags in some way. Each one applies to an Ability but the rules don't actually specify the effect. The DW character sheets that come with the game indicate a -1 penalty for the appropriate Attribute. But it doesn't specify whether its to the Attribute or a Roll penalty. I'm going to go with a Roll penalty, otherwise its a bit meaningless. How would it all play out? Maybe something like this?
After 4 days you get 1 Debility (your choice which one).
After another 4 days (8) you get 2 more (again your choice, but you can't double up).
After another 4 days (12) you get 3 more (which will go to the unaffected attributes)
After another 4 days (16) you get 4 more. Make a move: Holding it Together Roll+(CON or WIS). This choice cannot be changed until you have fully recovered from the current effects.
* 10+: You can allocate as you wish, but no doubling
* 9-7: half (rounded down) must be allocated to CON/WIS (whichever you rolled), the rest as you wish, but no doubling.
* 6-: all must be allocated to CON/WIS (whichever you rolled), the rest as you wish but no doubling.
After another 4 days (20), you get 5 more. Make a move: Holding it Together. Roll+
Once you CON or WIS roll penalty is such that you cannot exceed a 6, your character is effectively incapacitated and will soon die. Or something like that.
Humm, seems very rat bastard.
thotd