Difference between revisions of "Expedition"

From AF wiki
Jump to: navigation, search
Line 1: Line 1:
 
__NOTOC__
 
__NOTOC__
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.  
+
You set out to discover new locations in your region, or just to get from one place to another. An expedition uses an effect die to determine what the travelers encounter on the way to the destination. Roll once for the entirety of 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 for each region. Your goal for the check can either be to travel towards a known destination, or to seek new locations within the region as your destination. Your [[band]] may split up into 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 but unexplored locations in the region you can set that destination specifically, otherwise you '''wander''' and find a location at random.
*On a red result the expedition encounters danger and does not reach a location.  
+
*'''Green: Idyll.''' You reach the destination without an encounter.
*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.  
+
*'''Blue: Warning.''' You have not reached the target and detect an omen of danger. A second blue result in the same region encounters that danger.  
*On a green result the expedition explores a location without encountering danger.
+
*'''Red: Danger.''' You encounter danger, and as usual roll another die. If it comes up green you encounter the danger at your destination. If it comes up blue the danger hits before you arrive. Another red result converts the danger to a prize, and further red results increase the value of the prize.  
 +
 
 +
==Idyll==
 +
 
 +
 
 +
==Warning==
 +
 
 +
 
  
==Location==
 
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:
 
#'''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.
 
#'''Information:'''Includes libraries and clues. Usually grants you an advantage to avoiding or combating danger in the region.
 
#'''Loot:''' Equipment, profit, or even treasure may be discovered. Even without danger loot may be guarded or secured by traps, doors, or chests.
 
#'''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).
 
#'''Resources:''' In urban regions you may find shops and traders, or an available forge. In wild regions you may find special materials or supplies.
 
#'''Vantage:''' Important geography, such as [[shelter]], a lookout point that reveals other locations in the region, or even a [[wonder]].
 
  
 
==Danger==
 
==Danger==
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:
+
Every region may have 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 [[Hazard]]s for more ideas. 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:
 
#'''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.
 
#'''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.
 
#'''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.
 
#'''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.
Line 23: Line 22:
 
#'''Trap:''' A hidden [[hazard]] that alerts nearby enemies, or captures you, or harms you.
 
#'''Trap:''' A hidden [[hazard]] that alerts nearby enemies, or captures you, or harms you.
  
==Wander==
+
==Prize==
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.
+
Getting a second red result for an expedition generates a prize instead of danger. 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 a third which boosts the prize to tier 2, or a fourth which boosts it to tier 3. A further red generates an additional tier 3 asset, and so on until get get a green result (the prize is found at the destination) or a blue result (the prize is found on the way, and you haven't yet arrived).
  
==Journeys==
+
 
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.
+
 
 +
==Wandering==
 +
Trying to find an unknown location is called wandering. If there are existing locations the [[referee]] may choose which one you find. If there are no remaining locations in the region you get to create a new one. This is called a '''discovery'''. You get to name the location and choose whether to roll randomly or pick from the location type chart. 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 benefit. Further discoveries are named and described only. Use your discoveries wisely, they are an opportunity to add something interesting or useful to the region.
 +
 
 +
==Location==
 +
A location has a unique name and something worth discovering. You gain the benefits the first time you find the location. Some locations may even 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:
 +
#'''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 via this special exit.
 +
#'''Information:'''Includes libraries and clues. May grants you a re-roll of your expedition die in the region.
 +
#'''Loot:''' A tier 1 prize, or possibly a tier 2 prize that is guarded or secured by traps.
 +
#'''Individual:''' A named denizen of interest is present. This individual isn't necessarily friendly, but can be bargained with.
 +
#'''Resources:''' In urban regions you may find shops and traders, or an available forge. In wild regions you may find special materials or supplies. Gain a bonus on the relevant check.
 +
#'''Vantage:''' Important geography, such as shelter from storms, a lookout point that reveals other locations, or even a [[wonder]] that grants focus.
  
 
==See Also==
 
==See Also==
 
*[[Hazard]]
 
*[[Hazard]]
*[[Mode]]
+
*[[Deliberation]]
*[[Narration]]
+
 
*[[Dilemma]]
 
*[[Dilemma]]
 
*[[Investigation]]
 
*[[Investigation]]

Revision as of 05:05, 17 January 2016

You set out to discover new locations in your region, or just to get from one place to another. An expedition uses an effect die to determine what the travelers encounter on the way to the destination. Roll once for the entirety of 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 for each region. Your goal for the check can either be to travel towards a known destination, or to seek new locations within the region as your destination. Your band may split up into 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 but unexplored locations in the region you can set that destination specifically, otherwise you wander and find a location at random.

  • Green: Idyll. You reach the destination without an encounter.
  • Blue: Warning. You have not reached the target and detect an omen of danger. A second blue result in the same region encounters that danger.
  • Red: Danger. You encounter danger, and as usual roll another die. If it comes up green you encounter the danger at your destination. If it comes up blue the danger hits before you arrive. Another red result converts the danger to a prize, and further red results increase the value of the prize.

Idyll

Warning

Danger

Every region may have 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 Hazards for more ideas. 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:

  1. 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.
  2. 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.
  3. Glitch: An equipment asset is damaged, lost, or stolen. If this is a vehicle you must make an operate check to prevent a crash.
  4. 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.
  5. Opponent: Local enemies appear to start a battle, a chase, or a raid.
  6. Trap: A hidden hazard that alerts nearby enemies, or captures you, or harms you.

Prize

Getting a second red result for an expedition generates a prize instead of danger. 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 a third which boosts the prize to tier 2, or a fourth which boosts it to tier 3. A further red generates an additional tier 3 asset, and so on until get get a green result (the prize is found at the destination) or a blue result (the prize is found on the way, and you haven't yet arrived).


Wandering

Trying to find an unknown location is called wandering. If there are existing locations the referee may choose which one you find. If there are no remaining locations in the region you get to create a new one. This is called a discovery. You get to name the location and choose whether to roll randomly or pick from the location type chart. 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 benefit. Further discoveries are named and described only. Use your discoveries wisely, they are an opportunity to add something interesting or useful to the region.

Location

A location has a unique name and something worth discovering. You gain the benefits the first time you find the location. Some locations may even 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:

  1. 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 via this special exit.
  2. Information:Includes libraries and clues. May grants you a re-roll of your expedition die in the region.
  3. Loot: A tier 1 prize, or possibly a tier 2 prize that is guarded or secured by traps.
  4. Individual: A named denizen of interest is present. This individual isn't necessarily friendly, but can be bargained with.
  5. Resources: In urban regions you may find shops and traders, or an available forge. In wild regions you may find special materials or supplies. Gain a bonus on the relevant check.
  6. Vantage: Important geography, such as shelter from storms, a lookout point that reveals other locations, or even a wonder that grants focus.

See Also


Version 2.5.1
©2014 Frameworks Games

This is outdated content. Update Needed!