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Stars/Worlds Without Number (General Thread)
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<blockquote data-quote="kenada" data-source="post: 8396809" data-attributes="member: 70468"><p>I wish I could answer the question, but I’m not all that familiar with SWN. I’ve heard that the revised edition is supposed to be fairly compatible. Speaking of SWN, there’s a <a href="https://www.kickstarter.com/projects/1637945166/stars-without-number-rpg-offset-print-edition" target="_blank">Kickstarter</a> for an offset print version. It’s not going to make revisions to the rules, but it will include some errata. It’ll also be nice and high quality like the offset print WWN book.</p><p></p><p style="text-align: center">⁂</p><p></p><p>So my point isn’t to say “I don’t know” or to link the SWN Kickstarter. I came across a small snag while updating the B/X waterborne adventuring rules for my wilderness exploration procedure. For river travel, going with or against the current modifies how fast you travel. Rather than be a multiplier, it’s adds or subtracts from your movement rate. That doesn’t play nicely with my time-based approach.</p><p></p><p>It’s easy to derive a formula [48 ÷ (48 ÷ <em>t</em> ± (1d6 + 6))], but that’s pretty ugly. It’s an edge case, but it annoys me. What I’m thinking of doing instead is have you track the affect of the river separately.</p><p></p><p>For example, suppose traveling downstream has a time cost of 4. That means, if you do nothing, the river will move you a hex in four hours. If your mode of movement has a time cost of 2, then you travel a hex in two hours. To determine how many hexes you have traveled, you add the progresses together. For example, after 2 hours you would be 1.5 hexes away. After 4 hours, 3 hexes.</p><p></p><p>This is all equivalent to plugging everything into the formula, but it should be way easier to run at the table. I just need to devise a nice table of time costs for going upstream and downstream.</p><p></p><p>I’d like to say this is a theoretical concern, but my PCs have been traveling upriver quite a bit lately. I’ve been winging it, but now that I have put together a system, I want to actually use it.</p></blockquote><p></p>
[QUOTE="kenada, post: 8396809, member: 70468"] I wish I could answer the question, but I’m not all that familiar with SWN. I’ve heard that the revised edition is supposed to be fairly compatible. Speaking of SWN, there’s a [URL='https://www.kickstarter.com/projects/1637945166/stars-without-number-rpg-offset-print-edition']Kickstarter[/URL] for an offset print version. It’s not going to make revisions to the rules, but it will include some errata. It’ll also be nice and high quality like the offset print WWN book. [CENTER]⁂[/CENTER] So my point isn’t to say “I don’t know” or to link the SWN Kickstarter. I came across a small snag while updating the B/X waterborne adventuring rules for my wilderness exploration procedure. For river travel, going with or against the current modifies how fast you travel. Rather than be a multiplier, it’s adds or subtracts from your movement rate. That doesn’t play nicely with my time-based approach. It’s easy to derive a formula [48 ÷ (48 ÷ [I]t[/I] ± (1d6 + 6))], but that’s pretty ugly. It’s an edge case, but it annoys me. What I’m thinking of doing instead is have you track the affect of the river separately. For example, suppose traveling downstream has a time cost of 4. That means, if you do nothing, the river will move you a hex in four hours. If your mode of movement has a time cost of 2, then you travel a hex in two hours. To determine how many hexes you have traveled, you add the progresses together. For example, after 2 hours you would be 1.5 hexes away. After 4 hours, 3 hexes. This is all equivalent to plugging everything into the formula, but it should be way easier to run at the table. I just need to devise a nice table of time costs for going upstream and downstream. I’d like to say this is a theoretical concern, but my PCs have been traveling upriver quite a bit lately. I’ve been winging it, but now that I have put together a system, I want to actually use it. [/QUOTE]
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