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ShortQuests -- Pocket Sized Adventures! An all-new collection of digest-sized D&D adventures designed for 1-2 game sessions.
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Space Travel: a Sketch
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<blockquote data-quote="Bill Zebub" data-source="post: 9872439" data-attributes="member: 7031982"><p>I was really into TOR (1st edition) and also thought about porting it to other genres/settings (including Conan).</p><p></p><p>But the TOR journey rules are a good example of what, now, I <em>don't</em> want: most of the dice rolling in TOR journeys (definitely true in 1st edition; I'm less familiar with 2nd edition) is not triggered by player <em>decisions</em>; rather they are mandated by the rule system. E.g., "Oh, you failed a Travel roll, so now...let's see (rolls)...ok I need the Look-out to make an Awareness check, and if you fail then everybody takes 1 Endurance." Literally the only decision-making is whether to spend Hope on any of the rolls. Other than that the players could literally all go raid the fridge while the GM rolls out the dice for the entire Journey, and fills them in on what happened when they return to the table.</p><p></p><p>Now, in some cases the "Hazards" are fleshed out and actually take some interaction and problem-solving, and some of the adventures come with a couple of example Hazards to include, instead of the default dice-rolling in the rule book. A TOR supplement I always wanted was a big fat book of those kinds of hazards, for every role (Look-out, Guide, Hunter, etc.), for different regions. And maybe that would be an alternate way of handling Space Travel, too. "Oh, look, you failed a roll: when you come out of hyperspace, you find the planet is missing and instead there's a massive asteroid field, plus a moon. Wait, that's weird, this planet didn't have a moon..."</p></blockquote><p></p>
[QUOTE="Bill Zebub, post: 9872439, member: 7031982"] I was really into TOR (1st edition) and also thought about porting it to other genres/settings (including Conan). But the TOR journey rules are a good example of what, now, I [I]don't[/I] want: most of the dice rolling in TOR journeys (definitely true in 1st edition; I'm less familiar with 2nd edition) is not triggered by player [I]decisions[/I]; rather they are mandated by the rule system. E.g., "Oh, you failed a Travel roll, so now...let's see (rolls)...ok I need the Look-out to make an Awareness check, and if you fail then everybody takes 1 Endurance." Literally the only decision-making is whether to spend Hope on any of the rolls. Other than that the players could literally all go raid the fridge while the GM rolls out the dice for the entire Journey, and fills them in on what happened when they return to the table. Now, in some cases the "Hazards" are fleshed out and actually take some interaction and problem-solving, and some of the adventures come with a couple of example Hazards to include, instead of the default dice-rolling in the rule book. A TOR supplement I always wanted was a big fat book of those kinds of hazards, for every role (Look-out, Guide, Hunter, etc.), for different regions. And maybe that would be an alternate way of handling Space Travel, too. "Oh, look, you failed a roll: when you come out of hyperspace, you find the planet is missing and instead there's a massive asteroid field, plus a moon. Wait, that's weird, this planet didn't have a moon..." [/QUOTE]
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