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Torchbearer 2nd ed: first impressions
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<blockquote data-quote="Manbearcat" data-source="post: 8528164" data-attributes="member: 6696971"><p><strong>On Adventure Difficulty</strong></p><p></p><p>The books have robust advice on this that amounts to:</p><p></p><p>1 - Decreased proximity to Town means more difficult Adventures. This is two-fold. The first issue is that threats increase in Might as you go further into the Wild. The second issue is that distance from Town yields increased Journey Legs which means more Toll in the orthodox handling or more decision-points/tests/costs/conflicts in my way of handling (which is basically the same thing but there are meaty, consequential decision-points in the TB1 way/may way of handling it. More Toll = more stress on inputs into the Adventure (loading out/costs to do so/potential Resource Tax) and more dynamic issues with respect to Gear/Conditions as you enter the Adventure phase.</p><p></p><p>2 - There are 3 types of Adventure. Normal which is 4-6 Obstacles and won't/shouldn't involve a Camp phase. Large which is 10-12 Obstacles and should involve 1-2 Camp phases. Mega which 18-20 Obstacles and should involve 2-3 Camp phases.</p><p></p><p>3 - The bulk of Obstacles should be 3-5 and most adversaries should be able to muster roughly equal dice to the PCs before Traits. Then a handful of Obstacles that are 1-2 or low Nature/Might creatures. Then each Adventure should have an Obstacle/Creature that puts the group in a serious bind. It overmatches them in dice pool such that they'll have to seriously martial resources to contend with/overcome its threat, have to make a concession in their approach based on the creature's Might/Precedence being beyond them, or they'll just have to decide how to avoid it (and perhaps come back another day to explore/confront it).</p><p></p><p></p><p>Some of this should be signaled outright to the players so they can appropriately load out/prepare for their Journey/Adventure in the Town phase. However, during the Town phase (this is kindred to Info Gathering/Free Play for those familiar with BitD) there are various moves to make (beyond simply recovering) to gain better intel/capability on your Adventure to come and then improve/repair/increase your kit, gear out/provision sufficiently, hire on help, make shrine offerings for boons, etc etc.</p><p></p><p>So players will (a) know what their Journey entails by way of map (determining total Legs, type of Legs, etc), (b) will know the general gist of their Adventure so they can roughly load out/provision for it, and (c) can make Town moves to amplify their understanding of (a) and (b) to better prepare.</p></blockquote><p></p>
[QUOTE="Manbearcat, post: 8528164, member: 6696971"] [B]On Adventure Difficulty[/B] The books have robust advice on this that amounts to: 1 - Decreased proximity to Town means more difficult Adventures. This is two-fold. The first issue is that threats increase in Might as you go further into the Wild. The second issue is that distance from Town yields increased Journey Legs which means more Toll in the orthodox handling or more decision-points/tests/costs/conflicts in my way of handling (which is basically the same thing but there are meaty, consequential decision-points in the TB1 way/may way of handling it. More Toll = more stress on inputs into the Adventure (loading out/costs to do so/potential Resource Tax) and more dynamic issues with respect to Gear/Conditions as you enter the Adventure phase. 2 - There are 3 types of Adventure. Normal which is 4-6 Obstacles and won't/shouldn't involve a Camp phase. Large which is 10-12 Obstacles and should involve 1-2 Camp phases. Mega which 18-20 Obstacles and should involve 2-3 Camp phases. 3 - The bulk of Obstacles should be 3-5 and most adversaries should be able to muster roughly equal dice to the PCs before Traits. Then a handful of Obstacles that are 1-2 or low Nature/Might creatures. Then each Adventure should have an Obstacle/Creature that puts the group in a serious bind. It overmatches them in dice pool such that they'll have to seriously martial resources to contend with/overcome its threat, have to make a concession in their approach based on the creature's Might/Precedence being beyond them, or they'll just have to decide how to avoid it (and perhaps come back another day to explore/confront it). Some of this should be signaled outright to the players so they can appropriately load out/prepare for their Journey/Adventure in the Town phase. However, during the Town phase (this is kindred to Info Gathering/Free Play for those familiar with BitD) there are various moves to make (beyond simply recovering) to gain better intel/capability on your Adventure to come and then improve/repair/increase your kit, gear out/provision sufficiently, hire on help, make shrine offerings for boons, etc etc. So players will (a) know what their Journey entails by way of map (determining total Legs, type of Legs, etc), (b) will know the general gist of their Adventure so they can roughly load out/provision for it, and (c) can make Town moves to amplify their understanding of (a) and (b) to better prepare. [/QUOTE]
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