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Survival Mode: Awesomeness or Bookkeeping?
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<blockquote data-quote="kenada" data-source="post: 8944565" data-attributes="member: 70468"><p>I voted for “Other” because it depends on the game and what it’s about. I wouldn’t expect it to matter in a game about heroic adventures, especially if they’re part of an adventure path or some similar curated approach to play. For a game about exploration, particularly if it involves going out into the wilderness to discover what’s out there? I’d expect it there.</p><p></p><p>I like to run an exploration-driven game, and that’s what my homebrew system is designed to support. I’ve tried to do it with usability in mind. Inventory is a grid, which is easy to manage. Food and water are measured in units. Camp is important. PCs can take activities to do things (forage, find water, spend XP on a skill, speciality, or proficiency, work on small-scale crafting, etc). Since a Mixed Success or Failure on a Skill Check results in consequences, stuff can happen during camp.</p><p></p><p>[SPOILER="Consequence Example in Camp"]</p><p>Several sessions ago, Deirdre (the barbarian) and Dingo (the thief) went looking for a source of water. Deirdre got a Mixed Success, so they found the water, but there were also a couple raiders they’d antagonized back in town. The raiders were watering their horses. They probably could have taken them, but Deirdre and Dingo decided to mess with them instead. Deirdre approached the raiders to talk to them while Dingo snuck up to loot their horses’ packs.</p><p></p><p>Mechanically, what happened is Deirdre made a Skill Check to Help. The result gave Dingo a bonus on his roll to sneak up to the horses and go through the packs. I can’t remember Deirdre’s roll, but Dingo got a Mixed Success. The consequence was he couldn’t take everything without being caught. He’d have to choose something or deal with the fallout of taking everything.</p><p></p><p>After Dingo yoinked the raiders’ stuff he could, Deirdre ended the conversation with an offer for a contest to see who was stronger. This had been an issue back in town when they met last time. She told them to meet there in a couple of weeks, and they agreed. When Deirdre got back in town, she had her bard retainer announce the contest at a different time. She wanted to embarrass the raiders and boost her reputation at the same time!</p><p></p><p>Several sessions later, the raiders showed back up on another consequence — but indirectly. They’re now looking for the party. There’s a clock to track how close they are on the trail. It’s pretty low right now after the party took steps to hide their trail and camp to avoid discovery. I have a feeling the raiders are going to be a nuisance until the party goes and does something about them. (Whether they settle that with <em>violence</em> or by some other means? Who knows. That’s for us to play to find out.)</p><p>[/SPOILER]</p></blockquote><p></p>
[QUOTE="kenada, post: 8944565, member: 70468"] I voted for “Other” because it depends on the game and what it’s about. I wouldn’t expect it to matter in a game about heroic adventures, especially if they’re part of an adventure path or some similar curated approach to play. For a game about exploration, particularly if it involves going out into the wilderness to discover what’s out there? I’d expect it there. I like to run an exploration-driven game, and that’s what my homebrew system is designed to support. I’ve tried to do it with usability in mind. Inventory is a grid, which is easy to manage. Food and water are measured in units. Camp is important. PCs can take activities to do things (forage, find water, spend XP on a skill, speciality, or proficiency, work on small-scale crafting, etc). Since a Mixed Success or Failure on a Skill Check results in consequences, stuff can happen during camp. [SPOILER="Consequence Example in Camp"] Several sessions ago, Deirdre (the barbarian) and Dingo (the thief) went looking for a source of water. Deirdre got a Mixed Success, so they found the water, but there were also a couple raiders they’d antagonized back in town. The raiders were watering their horses. They probably could have taken them, but Deirdre and Dingo decided to mess with them instead. Deirdre approached the raiders to talk to them while Dingo snuck up to loot their horses’ packs. Mechanically, what happened is Deirdre made a Skill Check to Help. The result gave Dingo a bonus on his roll to sneak up to the horses and go through the packs. I can’t remember Deirdre’s roll, but Dingo got a Mixed Success. The consequence was he couldn’t take everything without being caught. He’d have to choose something or deal with the fallout of taking everything. After Dingo yoinked the raiders’ stuff he could, Deirdre ended the conversation with an offer for a contest to see who was stronger. This had been an issue back in town when they met last time. She told them to meet there in a couple of weeks, and they agreed. When Deirdre got back in town, she had her bard retainer announce the contest at a different time. She wanted to embarrass the raiders and boost her reputation at the same time! Several sessions later, the raiders showed back up on another consequence — but indirectly. They’re now looking for the party. There’s a clock to track how close they are on the trail. It’s pretty low right now after the party took steps to hide their trail and camp to avoid discovery. I have a feeling the raiders are going to be a nuisance until the party goes and does something about them. (Whether they settle that with [I]violence[/I] or by some other means? Who knows. That’s for us to play to find out.) [/SPOILER] [/QUOTE]
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