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Torchbearer 2nd ed: first impressions
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<blockquote data-quote="Fenris-77" data-source="post: 8537912" data-attributes="member: 6993955"><p>So, rules for seafaring. A couple of people have some interesting ideas for Earthsea-like archipelago settings, which I think would be super cool, but it would require some mechanics for journeys by boat. My thought is to have two types of journey there. One, established sea routes from X to Y that have established rutters - thus the perils and whatnot are known and the whole shooting match can probably be elided barring RP type stuff on board. However, if you leave the established routes then you need to get fancy, and I was thinking something like the camp phase with roles and linked skills (not a brand new idea, I know). But it keeps the whole group involved, it mitigates for seafaring backgrounds that will get actual use, and I think the mechanic would sit pretty lightly on top of what's already there. SO you have a navigator, a pilot, a lookout, a guy who climbs on ropes (I'm not a sailor, sue me). Then just use the same roles for determining possible crisis, type and roll determined by role.</p></blockquote><p></p>
[QUOTE="Fenris-77, post: 8537912, member: 6993955"] So, rules for seafaring. A couple of people have some interesting ideas for Earthsea-like archipelago settings, which I think would be super cool, but it would require some mechanics for journeys by boat. My thought is to have two types of journey there. One, established sea routes from X to Y that have established rutters - thus the perils and whatnot are known and the whole shooting match can probably be elided barring RP type stuff on board. However, if you leave the established routes then you need to get fancy, and I was thinking something like the camp phase with roles and linked skills (not a brand new idea, I know). But it keeps the whole group involved, it mitigates for seafaring backgrounds that will get actual use, and I think the mechanic would sit pretty lightly on top of what's already there. SO you have a navigator, a pilot, a lookout, a guy who climbs on ropes (I'm not a sailor, sue me). Then just use the same roles for determining possible crisis, type and roll determined by role. [/QUOTE]
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Torchbearer 2nd ed: first impressions
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