Difference between revisions of "Expedition"

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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.
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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.  
*'''Green: Danger.''' You don't reach the destination, but instead get an omen of danger. A second warning in the same region becomes danger.
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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.
*'''Blue: Clear.''' You reach the destination with only an idyll.
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*'''Red: Interest.''' As usual roll another die. If it comes up green you encounter danger at your destination. A blue result means you found a prize on the way. Additional red results increase the value of the prize or the deadliness of the danger.  
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==Clear==
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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 clear result isn't just the absence of something bad, it indicates the presence of something notable or beautiful. A moment during the expedition that stood out and provides an extra information about the region, called an idyll. An idyll could take place inside a sheltered grove, under a spectacular waterfall, or outside a unique temple. Some regions will have idyll text ready, or you can use [[Cooperative Narration]] to fill in an unexpected gap.
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==Danger==
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Result Discovery
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. If the band gets another green result (or got the green after a red) then the warning becomes immediate danger.
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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.
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Blue: Interlude. You reach the destination with only a pleasant and informative encounter along the way.
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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.
  
Every 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 climate effects or equipment based disasters. See [[Hazard]]s for more ideas. Once you encounter a danger or roll multiple red results it escalates, adding a second danger or increasing the threat of the original danger. The referee may choose or roll randomly for uncertain dangers:
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==Interludes==
#'''Climate:''' Severe weather hits, such as a storm, cold weather getting colder, hot weather getting hotter, or even natural catastrophes like earthquakes or floods.
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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.
#'''Disaster:''' A structure collapses, a fire starts, a communicable disease breaks out, and so on. The location becomes inaccessible, and a dangerous [[complication]] may start.
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#'''Glitch:''' An equipment asset is damaged, lost, or stolen. If traveling by vehicle a successful [[machinery]] check means it is disabled, a failure leads to 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 location is discovered.
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#'''Opponent:''' Local enemies or creatures appear to start a [[battle]], a [[chase]], or a [[raid]].
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#'''Trap:''' A hidden [[hazard]] that alerts nearby enemies, captures you, or harms you.
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==Prize==
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==Warnings and Danger==
A blue result paired with a red 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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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.
  
==Wandering==
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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.
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.
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==Location==
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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.
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:
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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 via this special exit.
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Result Random Warning/Danger
#'''Information:'''Includes libraries and clues. May grants you a re-roll of your expedition die in the region.
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1 Climate: Severe weather like storms, extreme temperature,  or floods.
#'''Loot:''' A tier 1 prize, or possibly a tier 2 prize that is guarded or secured by traps.
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2 Disaster: A structure collapses, fires start, earthquakes hit, or a disease breaks out.
#'''Individual:''' A named denizen of interest is present. This individual isn't necessarily friendly, but can be bargained with.
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3 Glitch: Equipment is damaged, lost, or stolen. A vehicle may be disabled or crash.
#'''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.
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4 Trap: A hidden hazard alerts nearby enemies, captures you, or harms you.
#'''Vantage:''' Important geography such as shelter from storms, a lookout point that reveals other locations, or even a '''wonder''' that grants focus.
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5 Opponents: Local enemies or creatures appear to start a battle, a chase, or a raid.
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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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==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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Result Location Property
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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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2 Information: Libraries and clues. Take the best of two rolls on your next expedition.
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3 Shelter: Immune to storms, allows rest, and count as hidden when resting.
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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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5 Resources: Find shops, traders, or services (urban regions),  or  materials and supplies.
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6 Vantage: Reveals other locations, resets warnings in the region, or a wonder that grants focus.
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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==

Revision as of 20:33, 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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