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Shadowdark General Thread [+]
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<blockquote data-quote="Fenris-77" data-source="post: 9857344" data-attributes="member: 6993955"><p>I'm working up an alternative encounter mechanic for the Ashalom city supplement, partially because the torch timer in SD, which I do love, is a bit od square peg when it comes to wilderness or urban adventuring. So I'm converting the Meatgrinder mechanic from His Majesty the Worm. I'll also be doing a Wilderness version, and a dungeon version for use if people want unified mechanics and no torch timer. Anyway, here's the precis (copied form a post on the HMtW Discord). This is the <strong>Wardgrinder</strong>:</p><p></p><p>The city is divided into Wards, each with its own themes, types of inhabitants, locations, factions, and NPCs (as one would expect). The WG applies to active adventuring in the city (so not normal downtime shopping or whatever. The WG content are directly tied to those themes, inhabitants, factions, and NPCs. The short version is this (roman numerals are d20 results):</p><p></p><p><strong>Flickers of Notice (I-V) </strong>Represent the locals noticing you poking about where you're not wanted. Each Ward has a Notice threshold, which, when reached, triggers a Ward Encounter (usually with some version of powers that be). The trigger will usually be between 2 and 5(?). Flickers here are all different and so will be marked off the Grinder when they occur.</p><p></p><p><strong>Curiosities (VI-X).</strong> These are evocative moments that serve to flesh out the feel and theme of the Ward. These provide possible inspiration for a role playing moment, inject local colour, or hint at the nature of the Ward. </p><p></p><p><strong>Minor Encounters (XI-XV).</strong> Direct encounters with the denizens of the Ward, some friendly, some unfriendly, and some just weird or unsettling. Few of these directly index a combat encounter, but there's always room for the old ultraviolence in a pinch. Mostly these should be more inconvenient than deadly.</p><p></p><p><strong>Ward Encounters (XVI-XX).</strong> These are encounters with officialdom, the factions that control and police the Ward. These might not be combat encounters, but they are serious. The Watch very much wants to know what you're doing poking around the back of that warehouse. Think combat, or If you'll just with me sir we can get this all sorted out down at the watch house. Either way, these are much bigger disruption to whatever shenanigans the players had planned.</p></blockquote><p></p>
[QUOTE="Fenris-77, post: 9857344, member: 6993955"] I'm working up an alternative encounter mechanic for the Ashalom city supplement, partially because the torch timer in SD, which I do love, is a bit od square peg when it comes to wilderness or urban adventuring. So I'm converting the Meatgrinder mechanic from His Majesty the Worm. I'll also be doing a Wilderness version, and a dungeon version for use if people want unified mechanics and no torch timer. Anyway, here's the precis (copied form a post on the HMtW Discord). This is the [B]Wardgrinder[/B]: The city is divided into Wards, each with its own themes, types of inhabitants, locations, factions, and NPCs (as one would expect). The WG applies to active adventuring in the city (so not normal downtime shopping or whatever. The WG content are directly tied to those themes, inhabitants, factions, and NPCs. The short version is this (roman numerals are d20 results): [B]Flickers of Notice (I-V) [/B]Represent the locals noticing you poking about where you're not wanted. Each Ward has a Notice threshold, which, when reached, triggers a Ward Encounter (usually with some version of powers that be). The trigger will usually be between 2 and 5(?). Flickers here are all different and so will be marked off the Grinder when they occur. [B]Curiosities (VI-X).[/B] These are evocative moments that serve to flesh out the feel and theme of the Ward. These provide possible inspiration for a role playing moment, inject local colour, or hint at the nature of the Ward. [B]Minor Encounters (XI-XV).[/B] Direct encounters with the denizens of the Ward, some friendly, some unfriendly, and some just weird or unsettling. Few of these directly index a combat encounter, but there's always room for the old ultraviolence in a pinch. Mostly these should be more inconvenient than deadly. [B]Ward Encounters (XVI-XX).[/B] These are encounters with officialdom, the factions that control and police the Ward. These might not be combat encounters, but they are serious. The Watch very much wants to know what you're doing poking around the back of that warehouse. Think combat, or If you'll just with me sir we can get this all sorted out down at the watch house. Either way, these are much bigger disruption to whatever shenanigans the players had planned. [/QUOTE]
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