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Worlds of Design: The Lost Art of Being Lost
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<blockquote data-quote="Hriston" data-source="post: 8874437" data-attributes="member: 6787503"><p>I just wanted to address this because I think you've got the wrong impression about how the procedure I'm using actually works. </p><p></p><p>The party is in a hex surrounded by six other hexes, and I generally set things up so it takes four hours to get from the center of one hex to the center of another. When the players say the party is travelling in some direction for a distance that will take them into an adjacent hex, that action declaration gets resolved in a four-hour turn. If the difficulty of the terrain versus the skill of the navigator warrants a check to resolve the action because it's uncertain whether the party will arrive in the intended hex at the end of the four hours, it's resolved as a passive Survival check which I run as a contest against a roll I make for the terrain. Modifiers apply to the navigator's score for travel pace and whether the party has an accurate map or can see the sun or stars. The terrain might roll with advantage or disadvantage depending on the difficulty or sky conditions if at open sea with no land in sight, but that's the only modifier on the terrain side of the contest, so the target number for success can't be more than 20. However, if the navigator's passive score fails to hit the target number, a die is rolled to determine into which hex the party inadvertently travels. Depending on the terrain type, this result might include a hex that was previously traveled through, so that after the four hours of travel, I would describe that there are features of the area that are recognizable as already having been seen, and they would know right away they had gone in the wrong direction and would have the opportunity to reverse or correct course by choosing a new direction on the next turn. If it's a new hex they had not previously traversed, I would describe whatever terrain or other features are in that hex. </p><p></p><p>Eventually, either through a discrepancy in their map or by encountering or not encountering some expected/unexpected feature of the landscape, the party might discover they became lost at some point, and by consulting their map they can attempt to travel in a direction that will hopefully take them to the desired destination. By manipulating certain factors under their control such as travelling at a slower pace or simply waiting until sky conditions are more advantageous for successful navigation, the party can boost the navigator's passive score for the best chance of going in the right direction. If the score is 20, they have complete certainty of moving in the desired direction. They can also improve their chances by choosing easier types of terrain through which to travel.</p></blockquote><p></p>
[QUOTE="Hriston, post: 8874437, member: 6787503"] I just wanted to address this because I think you've got the wrong impression about how the procedure I'm using actually works. The party is in a hex surrounded by six other hexes, and I generally set things up so it takes four hours to get from the center of one hex to the center of another. When the players say the party is travelling in some direction for a distance that will take them into an adjacent hex, that action declaration gets resolved in a four-hour turn. If the difficulty of the terrain versus the skill of the navigator warrants a check to resolve the action because it's uncertain whether the party will arrive in the intended hex at the end of the four hours, it's resolved as a passive Survival check which I run as a contest against a roll I make for the terrain. Modifiers apply to the navigator's score for travel pace and whether the party has an accurate map or can see the sun or stars. The terrain might roll with advantage or disadvantage depending on the difficulty or sky conditions if at open sea with no land in sight, but that's the only modifier on the terrain side of the contest, so the target number for success can't be more than 20. However, if the navigator's passive score fails to hit the target number, a die is rolled to determine into which hex the party inadvertently travels. Depending on the terrain type, this result might include a hex that was previously traveled through, so that after the four hours of travel, I would describe that there are features of the area that are recognizable as already having been seen, and they would know right away they had gone in the wrong direction and would have the opportunity to reverse or correct course by choosing a new direction on the next turn. If it's a new hex they had not previously traversed, I would describe whatever terrain or other features are in that hex. Eventually, either through a discrepancy in their map or by encountering or not encountering some expected/unexpected feature of the landscape, the party might discover they became lost at some point, and by consulting their map they can attempt to travel in a direction that will hopefully take them to the desired destination. By manipulating certain factors under their control such as travelling at a slower pace or simply waiting until sky conditions are more advantageous for successful navigation, the party can boost the navigator's passive score for the best chance of going in the right direction. If the score is 20, they have complete certainty of moving in the desired direction. They can also improve their chances by choosing easier types of terrain through which to travel. [/QUOTE]
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