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Torchbearer 2nd ed: first impressions
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<blockquote data-quote="pemerton" data-source="post: 8545064" data-attributes="member: 42582"><p>I think the journey rules are a good starting point.</p><p></p><p>Eg roll for Trouble on the Road, you get Waylaid. The lookout (Scout) tests to circumvent it, and fails, so a twist is in order - now there's a conflict with pirates! Either a drive off, a flee (whose boat is faster?) or even a kill if you're feeling saltier than them.</p><p></p><p>And all the minutiae of gear and resources is handled via the Steward and Purser roles and the rules for paying down toll. To me it looks pretty workable.</p><p></p><p>I think you can earn checks on a journey in the official rules. Given the official rules include tests made while travelling into the Grind, it seems to be that it's best conceived as an element of the Adventure Phase but governed via a distinct process (toll, roles) in exchange for not having to actually make gritty bit-by-bit decisions about where you go, what rock you look under, etc. In other words it's exactly what Classic Traveller is missing!</p><p></p><p>If the adventure itself demanded making those gritty decisions then you wouldn't use the journey rules. And there would be more checks and hence more Grind and hence food, gear etc would be used up in the standard Adventure Phase fashion.</p><p></p><p>Also, you need checks!</p><p></p><p>So you have to do something to earn them. That's part of why I think journeying <em>needs</em> to allow earning checks. That's one way to go from travel to camp before entering the dungeon.</p><p></p><p>The journey rules in the LMM have various examples interpolated (in a different font).</p><p></p><p>Now they're not all accurate - one of them seems to contradict the rules for the Cook role (by suggesting that the Cook paid down weather-related toll) and when I posted a question about it on the official forums got a reply from Luke Crane that opened with an "ugh" (which I hope was directed at the example, rather than me) and then said the reference in the example to the weather was just colour.</p><p></p><p>That said, here's another one of them (p 138):</p><p></p><p style="margin-left: 20px">A road that leads to a river that leads to a port where the adventurers book passage to an island - that’s three legs.</p><p></p><p>Now in the rules as presented, the only way to book passage is during the town phase, as a type of "downtime" activity at the Docks (LMM p 187):</p><p></p><p style="margin-left: 20px"><strong>Book Passage</strong></p> <p style="margin-left: 20px">*Adventurers looking to travel by sea or river may begin their journey at the docks. See The Road Goes Ever On chapter for the travel rules.</p> <p style="margin-left: 20px"></p> <p style="margin-left: 20px">*Some captains will take on another set of hands at the oars for no additional fee. However, the game master may impose a fee on erstwhile travellers for a berth on a ship. Add the fee to your lifestyle cost when leaving this town phase.</p> <p style="margin-left: 20px"></p> <p style="margin-left: 20px">Book Passage Lifestyle Cost: short journey +1, moderate length journey +2, long journey (to another continent, for example) +3</p><p></p><p>So taking this all literally, what we have in the example is a two-leg journey (road to river; river to port), then a town phase where the PCs' accommodation is the streets and their only activity is booking passage, which adds to their lifestyle cost (probably +2 for a moderate length journey to the island), then the journey to the island.</p><p></p><p>To me, this seems like an example of the system being highly structured but very flexible. Town phase can be an extended downtime affair, but doesn't have to be. Similar illustrations of flexibility (at least it seems to me) are found in the discussion of town adventures (LMM p 183) which build on the idea of camps that are squats in town (Scholar's Guide, pp 91, 274-76).</p></blockquote><p></p>
[QUOTE="pemerton, post: 8545064, member: 42582"] I think the journey rules are a good starting point. Eg roll for Trouble on the Road, you get Waylaid. The lookout (Scout) tests to circumvent it, and fails, so a twist is in order - now there's a conflict with pirates! Either a drive off, a flee (whose boat is faster?) or even a kill if you're feeling saltier than them. And all the minutiae of gear and resources is handled via the Steward and Purser roles and the rules for paying down toll. To me it looks pretty workable. I think you can earn checks on a journey in the official rules. Given the official rules include tests made while travelling into the Grind, it seems to be that it's best conceived as an element of the Adventure Phase but governed via a distinct process (toll, roles) in exchange for not having to actually make gritty bit-by-bit decisions about where you go, what rock you look under, etc. In other words it's exactly what Classic Traveller is missing! If the adventure itself demanded making those gritty decisions then you wouldn't use the journey rules. And there would be more checks and hence more Grind and hence food, gear etc would be used up in the standard Adventure Phase fashion. Also, you need checks! So you have to do something to earn them. That's part of why I think journeying [i]needs[/i] to allow earning checks. That's one way to go from travel to camp before entering the dungeon. The journey rules in the LMM have various examples interpolated (in a different font). Now they're not all accurate - one of them seems to contradict the rules for the Cook role (by suggesting that the Cook paid down weather-related toll) and when I posted a question about it on the official forums got a reply from Luke Crane that opened with an "ugh" (which I hope was directed at the example, rather than me) and then said the reference in the example to the weather was just colour. That said, here's another one of them (p 138): [indent]A road that leads to a river that leads to a port where the adventurers book passage to an island - that’s three legs.[/indent] Now in the rules as presented, the only way to book passage is during the town phase, as a type of "downtime" activity at the Docks (LMM p 187): [indent][b]Book Passage[/b] *Adventurers looking to travel by sea or river may begin their journey at the docks. See The Road Goes Ever On chapter for the travel rules. *Some captains will take on another set of hands at the oars for no additional fee. However, the game master may impose a fee on erstwhile travellers for a berth on a ship. Add the fee to your lifestyle cost when leaving this town phase. Book Passage Lifestyle Cost: short journey +1, moderate length journey +2, long journey (to another continent, for example) +3[/indent] So taking this all literally, what we have in the example is a two-leg journey (road to river; river to port), then a town phase where the PCs' accommodation is the streets and their only activity is booking passage, which adds to their lifestyle cost (probably +2 for a moderate length journey to the island), then the journey to the island. To me, this seems like an example of the system being highly structured but very flexible. Town phase can be an extended downtime affair, but doesn't have to be. Similar illustrations of flexibility (at least it seems to me) are found in the discussion of town adventures (LMM p 183) which build on the idea of camps that are squats in town (Scholar's Guide, pp 91, 274-76). [/QUOTE]
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