Difference between revisions of "Expedition"

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You set out to discover new locations and rewards in your region. Traveling through a '''dangerous''' region also counts as an expedition, even if you aren't exploring. Your [[band]] may split up into any number of expeditions desired, with a minimum of one character in each. If there are detected but unexplored locations in the region an expedition can name that location as a target. Otherwise an expedition can '''wander''' and find a location at random. Each expedition rolls a single effect die.  
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You set out to discover new locations, or get from one place to another. An expedition uses an effect die to determine what you encounter on your way.  
*On a red result the expedition encounters danger and does not reach a location.
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Roll once for a safe or mundane trip. Roll once a day if exploring, or when traveling through regions where danger is present. In extremely perilous places roll once a day or once for each region, whichever is more.
*On the first blue result the expedition gains information about danger, but does not encounter it or explore a location. Further blue results in the region are treated as red results.
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*On a green result the expedition explores a location without encountering danger.
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==Location==
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Your goal for the check can either be to travel towards a known destination, or to seek new locations within the region. Your band may split up into as many separate expeditions desired, each rolling its own die. Any player in the expedition may roll the die, but once you roll you must let another player roll next time until everyone has had a chance. If there are known locations you can set them as your destination, otherwise you wander and find a location at random.
A location has a unique name and something worth discovering. Once you find the location you gain any benefits provided by the location. Some locations provide multiple benefits. With a fly move you may always create and move to a vantage location. A location may be hidden, and only accessible from a specific '''exit''' or found by wandering. The referee may choose or roll randomly for uncertain locations:
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#'''Exits:''' Includes secret doors, trails, or shortcuts to another location or region. Some regions require an exit be found before you can leave, or may not be entered except by a special exit found elsewhere.
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#'''Information:'''Includes libraries and clues. Usually grants you an advantage to avoiding or combating danger in the region.
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#'''Loot:''' Equipment, profit, or even treasure may be discovered. Even without danger loot may be guarded or secured by traps, doors, or chests.
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#'''Personality:''' A named denizen of interest is present, and can often be found in the same location. The personality may be an enemy (especially if danger is present).
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#'''Resources:''' In urban regions you may find shops and traders, or an available forge. In wild regions you may find special materials or supplies.
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#'''Vantage:''' Important geography, such as [[shelter]], a lookout point that reveals other locations in the region, or even a [[wonder]].
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==Danger==
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{|Border="0" cellpadding="5" cellspacing="0"
Every region has danger, what varies is the nature of the danger. Wild regions may have deadly wildlife, barbarian raiders, and skulking bandits. More civilized regions are more likely to have organized gangs, unfriendly officials, and thieving criminals. Either might have climate effects or equipment based disasters. See the section on [[hazard]]s for more information. Once you encounter a danger it escalates, adding a second danger or increasing the threat of the original danger if you get another red result in the region. The referee may choose or roll randomly for uncertain dangers:
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|'''Result'''||'''Discovery'''
#'''Climate:''' Severe weather hits. This could be a storm, cold weather getting colder, hot weather getting hotter, or even natural catastrophes like earthquakes or floods.
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#'''Disaster:''' A structure collapses, a fire starts, a communicable disease breaks out, and so on. The location will become temporarily inaccessible, and likely a complication dealing hits will start.
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|Green||Warning. You don’t reach the destination, but instead get a hint of something threatening in the region. A second warning in the same region becomes danger.  
#'''Glitch:''' An equipment asset is damaged, lost, or stolen. If this is a vehicle you must make an operate check to prevent a crash.
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|-
#'''Lost:''' A member of the expedition is cut off, or the entire expedition is diverted and may not find locations or other expeditions until an exit is discovered.
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|Blue||Interlude. You reach the destination with only a pleasant and informative encounter along the way.
#'''Opponent:''' Local enemies appear to start a [[battle]], a [[chase]], or an [[infiltration]].
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|-
#'''Trap:''' A hidden [[hazard]] that alerts nearby enemies, or captures you, or harms you.
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|Red||Prize. You reach the destination and find a prize along the way. As usual roll another die. An eventual green or blue result determines whether you find a warning or an interlude along with the prize. Each additional red result increases the value of the prize.
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|}
  
==Wander==
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==Interludes==
Try to find an unknown location is called wandering. If there are listed locations the [[referee]] may choose or roll to see which one you find. If there are no remaining locations in the region you get to create a new location. This is called a '''discovery'''. You get to name the location and either roll or pick its type from the locations. The referee then populates its description with appropriate details, often by using [[leading question]]s (see the Referee section). The description doesn't necessarily need to match the name. So if you are in the wilderness and choose to discover 'the skyscraper' you may not have found a building, but instead a tall spire rock formation, or a massive tree. The referee also chooses the specific details of the benefit attached to the location. Only the first discovery in a region gains a benefit. Any further discoveries are named and described, but get no location type or benefit. Danger still applies. Use your discovery wisely, it's an opportunity to add something interesting or useful to the region.
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A blue result isn’t just the absence of danger, it indicates the presence of something notable or beautiful. A moment during the expedition that stands out or provides extra information about the region. An interlude could take place inside a sheltered grove, under a spectacular waterfall, or outside a unique temple. Checks for romances gain a +1 bonus during an interlude.
  
==Journeys==
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==Warnings and Danger==
During a journey you roll one expedition per day to check for encounters. You don't discover locations, so green results just avoid danger and provide a single notable detail of that day's travel. A blue result provides an omen of danger as usual, and a red result is an accident or encounter with danger. The red result costs half your speed for the day. Resting at night may require another check if the region is dangerous, and so if you rolled a blue omen during travel you will encounter danger on a blue or red that night. If you don't stop another blue result just provides a new omen since you are in a different region.
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The first green result is an omen of potential dangers that are nearby. Instead of encountering beasts you find their tracks are hear their howls nearby. Instead of a storm you smell the change in the air and see dark clouds gathering overhead.
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A warning ratchets up tension for your players and gives them a choice: turn back now or potentially meet the danger itself. You can choose a danger to warn about, or roll on the danger chart.
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Generally a simple check keeps the warning from becoming an encounter with danger. Sense and Stealth are common for avoiding danger. If the band gets another green result in the same region the warning automatically becomes actual danger. Dangerous regions may penalize the check to avoid danger, or even bypass warnings entirely.
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Any region may have danger. Wild regions may have deadly creatures, barbarian raiders, and skulking bandits. More civilized regions are more likely to have organized gangs, unfriendly officials, and thieving criminals. Either might have bad weather or malfunctioning equipment. See Hazards (page xxx) for more ideas.
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{|Border="0" cellpadding="5" cellspacing="0"
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|'''Result'''||'''Random Warning/Danger'''
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|-
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|1||Climate: Severe weather like storms, extreme temperature,  or floods.
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|-
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|2||Disaster: A structure collapses, fires start, earthquakes hit, or a disease breaks out.
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|-
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|3||Glitch: Equipment is damaged, lost, or stolen. A vehicle may be disabled or crash.
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|-
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|4||Trap: A hidden hazard alerts nearby enemies, captures you, or harms you.
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|-
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|5||Opponents: Local enemies or creatures appear to start a battle, a chase, or a raid.
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|-
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|6||Lost: A member is cut off, or the entire expedition needs to find an exit to proceed.
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|}
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==Interludes and Locations==
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A blue interlude result can be as simple as a pastoral description, but is easiest when tied to a location. Each location has a unique name and something worth discovering.
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You gain benefits the first time you find the location, or sometimes with each visit. A location may be hidden, or only accessible from a specific exit.
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{|Border="0" cellpadding="5" cellspacing="0"
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|'''Result'''||'''Location Property'''
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|-
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|1||Exits: Secret doors, trails, or shortcuts to another location. May be required to leave, or if lost.
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|-
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|2||Information: Libraries and clues. Take the best of two rolls on your next expedition.
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|-
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|3||Shelter: Immune to storms, allows rest, and count as hidden when resting.
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|-
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|4||Person: Meet a named denizen in the region. They may not be friendly, but aren’t hostile.
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|-
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|5||Resources: Find shops, traders, or services (urban regions),  or  materials and supplies.
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|-
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|6||Vantage: Reveals other locations, resets warnings in the region, or a wonder that grants focus.
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|}
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==Prizes==
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A red result generates a prize. The prize is a tier 1 asset, usually currency, supplies, or an item left behind by previous adventurers. Since you roll another die for each red, it’s possible you’ll get another red which boosts the prize to tier 2, or a third which boosts it to tier 3. A further red generates an additional tier 3 asset, and so on until you get a green result (the prize is guarded by danger and you do not arrive ate your destination) or a blue (the prize is found on the way, and you do reach your destination).
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==Wandering and Discovery==
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You can wander to find and explore new locations. If there are indications of existing locations you can choose which to find, otherwise the referee chooses. If there are no remaining locations in the region you create a new one, called making a discovery.
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You get to name the location and choose whether to roll a random location property  or pick one. The referee then populates the description and the details of the location and its benefits (often with Cooperative Narration).
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The description and details only need to loosely match the name, for example if you choose to name a discovery ‘the tower’ in the middle of the wilderness you may a building, or you may find a rock formation or a massive tree. Only the first discovery in a region gains a location property. Further discoveries are named and described only.
  
 
==See Also==
 
==See Also==
 
*[[Hazard]]
 
*[[Hazard]]
*[[Mode]]
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*[[Deliberation]]
*[[Narration]]
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*[[Dilemma]]
 
*[[Dilemma]]
 
*[[Investigation]]
 
*[[Investigation]]
 
*[[Romance]]
 
*[[Romance]]
  
{{v251}}
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{{v252}}
  
 
[[Category:Mode]]
 
[[Category:Mode]]

Latest revision as of 20:40, 13 May 2016

You set out to discover new locations, or get from one place to another. An expedition uses an effect die to determine what you encounter on your way. Roll once for a safe or mundane trip. Roll once a day if exploring, or when traveling through regions where danger is present. In extremely perilous places roll once a day or once for each region, whichever is more.

Your goal for the check can either be to travel towards a known destination, or to seek new locations within the region. Your band may split up into as many separate expeditions desired, each rolling its own die. Any player in the expedition may roll the die, but once you roll you must let another player roll next time until everyone has had a chance. If there are known locations you can set them as your destination, otherwise you wander and find a location at random.

Result Discovery
Green Warning. You don’t reach the destination, but instead get a hint of something threatening in the region. A second warning in the same region becomes danger.
Blue Interlude. You reach the destination with only a pleasant and informative encounter along the way.
Red Prize. You reach the destination and find a prize along the way. As usual roll another die. An eventual green or blue result determines whether you find a warning or an interlude along with the prize. Each additional red result increases the value of the prize.

Interludes

A blue result isn’t just the absence of danger, it indicates the presence of something notable or beautiful. A moment during the expedition that stands out or provides extra information about the region. An interlude could take place inside a sheltered grove, under a spectacular waterfall, or outside a unique temple. Checks for romances gain a +1 bonus during an interlude.

Warnings and Danger

The first green result is an omen of potential dangers that are nearby. Instead of encountering beasts you find their tracks are hear their howls nearby. Instead of a storm you smell the change in the air and see dark clouds gathering overhead. A warning ratchets up tension for your players and gives them a choice: turn back now or potentially meet the danger itself. You can choose a danger to warn about, or roll on the danger chart.

Generally a simple check keeps the warning from becoming an encounter with danger. Sense and Stealth are common for avoiding danger. If the band gets another green result in the same region the warning automatically becomes actual danger. Dangerous regions may penalize the check to avoid danger, or even bypass warnings entirely.

Any region may have danger. Wild regions may have deadly creatures, barbarian raiders, and skulking bandits. More civilized regions are more likely to have organized gangs, unfriendly officials, and thieving criminals. Either might have bad weather or malfunctioning equipment. See Hazards (page xxx) for more ideas.

Result Random Warning/Danger
1 Climate: Severe weather like storms, extreme temperature, or floods.
2 Disaster: A structure collapses, fires start, earthquakes hit, or a disease breaks out.
3 Glitch: Equipment is damaged, lost, or stolen. A vehicle may be disabled or crash.
4 Trap: A hidden hazard alerts nearby enemies, captures you, or harms you.
5 Opponents: Local enemies or creatures appear to start a battle, a chase, or a raid.
6 Lost: A member is cut off, or the entire expedition needs to find an exit to proceed.

Interludes and Locations

A blue interlude result can be as simple as a pastoral description, but is easiest when tied to a location. Each location has a unique name and something worth discovering.

You gain benefits the first time you find the location, or sometimes with each visit. A location may be hidden, or only accessible from a specific exit.

Result Location Property
1 Exits: Secret doors, trails, or shortcuts to another location. May be required to leave, or if lost.
2 Information: Libraries and clues. Take the best of two rolls on your next expedition.
3 Shelter: Immune to storms, allows rest, and count as hidden when resting.
4 Person: Meet a named denizen in the region. They may not be friendly, but aren’t hostile.
5 Resources: Find shops, traders, or services (urban regions), or materials and supplies.
6 Vantage: Reveals other locations, resets warnings in the region, or a wonder that grants focus.

Prizes

A red result generates a prize. The prize is a tier 1 asset, usually currency, supplies, or an item left behind by previous adventurers. Since you roll another die for each red, it’s possible you’ll get another red which boosts the prize to tier 2, or a third which boosts it to tier 3. A further red generates an additional tier 3 asset, and so on until you get a green result (the prize is guarded by danger and you do not arrive ate your destination) or a blue (the prize is found on the way, and you do reach your destination).

Wandering and Discovery

You can wander to find and explore new locations. If there are indications of existing locations you can choose which to find, otherwise the referee chooses. If there are no remaining locations in the region you create a new one, called making a discovery.

You get to name the location and choose whether to roll a random location property or pick one. The referee then populates the description and the details of the location and its benefits (often with Cooperative Narration).

The description and details only need to loosely match the name, for example if you choose to name a discovery ‘the tower’ in the middle of the wilderness you may a building, or you may find a rock formation or a massive tree. Only the first discovery in a region gains a location property. Further discoveries are named and described only.

See Also



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