I am alive and
around. I've entrance exams in a couple
of weeks and I'm spending most of my time preparing for them, as well as
getting situated in Rochester. I have
been working on my world as well and wanted to share some of my progress with
the Pioneer Hexcrawl.
Brendan, ofNecropraxis, has a system he calls the Hazard Die which provides the pacing for
his games. The general idea is that
events happening in the game world = player engagement, so rather than changing
the odds of monster or location encounters, he takes the 1d6 random encounter
die and provides a different outcome for each result, so that something happens
almost every day. The context in which
the die is rolled informs the exact outcomes.
Now, Brendan's overall approach feels more like the complicated board
games I enjoy and less like a tabletop role-playing game, but since overland
exploration is the most board-game-like structure within D&D, the two ideas
are well-suited to each other.
Now, I disagree with
Brendan's premise that stuff needs to happen every day, especially on a journey
that might take months in-game. In fact,
I'm quite all right with a week or so passing without anything of note happening
- that will provide time for the players to practice some self-care.
So, rather than the
full-on Hazard die, I propose rolling 1d6 each day. On the result of your favorite number, roll
again to see the kind of event incurred.
This is all bog-standard stuff, except for the addition of travel
hazards and resource depletion.
Roll
|
Outcome
|
1-2
|
Wandering Monster
|
3
|
Unique Location
|
4-5
|
Travel Hazard
|
6
|
Resource Depletion
|
Travel hazards impede progress for a certain
number of days. They will be
terrain-dependent (probably no mudslides while traversing the desert), and can
either be waited out or soldiered through (albeit with a possibility of damaging
a wagon or animal). I'm including here
information for the Wildlands, a savanna and grassland that lies on the eastern
edge of my world.
Roll
|
Travel Hazard (Wildlands)
|
1
|
Wildfire
|
2-3
|
Thornroots
|
4-6
|
Herd migration
|
7
|
Surprise swamp
|
8
|
Heat wave
|
Wildfires are a
constant danger while on savanna and grasslands and can be caused by lightning
strikes, perpetually-burning ground fires, sparks from rockslides, or a number
of other environmental factors.
Wildfires are one of the major ways a savanna and grassland biome
maintains itself, as the fires will kill off saplings but leave older trees
while only burning the grass shoots, not the roots. Determine the origin direction of the fire by
rolling 1d6 and then determining which hex edge corresponds with the number
rolled, and has a 3 in 4 chance of erupting some 2d6*10 mi away and a 1 in 4
chance of becoming visible only 2d10 mi from the party. The fire's direction depends upon the time of
day: daytime fires travel eastward (away from the sea), while nighttime fires
travel westward (towards it). Wildfires
travel about 9-12mi/h, so if the wildfire menaces the party, determine its
speed as 1d4+8mi/h. Smoke will reach the
party first, panicking the animals and potentially causing death long before
the fire arrives - when the fire is within 20 miles, characters will need to
start making Athlete (or Constitution) checks to avoid damage from
smoke-inhalation, unless characters protect their airways with magic or wet
cloth.
Thornroots are a
kind of thorn-covered vine that outcompetes most grass and shrubs. They are fire-resistant and deal 1 damage per
10' movement to unarmored creatures.
Hacking a path for a wagon slows progress by half.
Herd migrations: a
herd of large herbivores are migrating across the path of the party and will
take 1d3 days to finish. On the
Wildlands, the crossing animals would probably be antelope, gazeer, or buffalo. Additionally, the next hex will have no
grazing available. Interfering with the
migration could cause a stampede.
Surprise swamp: the
area ahead is saturated with water but deceptively so - after traveling into
the next hex, the lead animals (and wagon, if the driver fails a Wisdom check)
will become mired in mud.
Heat wave:
temperatures in the area reach dangerous heights. Anything in full sunlight for more than an
hour (or who enter combat) must save or suffer heat exhaustion (reduce Con, Wis
to 1/2 usual and take 1d6 damage every hour not resting. Cured by 1d3 days of total rest out of the
sun). Characters in any armor do not get
the save to avoid heat exhaustion.
Resting is not possible while the heat is so high: no hp can be
recovered nor injuries healed. Water
requirements for all creatures are doubled during the heat wave. The heat wave lasts 1d4 days with an
exploding die.
Resource depletion consists of just that:
events that will either remove or require the additional consumption of the
party's supplies. While I think that my
original idea to give wagons hit points has merit, the implementation of it
also requires taking choices away from the players - having wagon damage events
be part of the travel hazard seems a better solution. Whenever this result is rolled, all wagons
make a saving throw based on their condition.
Those that fail roll on the following table.
Roll
|
Resource Depletion
|
1-4
|
1d8 wheel spokes snap
|
5-6
|
Axle breaks
|
7-8
|
Wagon tongue breaks
|
9
|
Water barrel rots
|
10-11
|
Animal goes lame
|
12
|
1d4 items go missing
|
As
I stated before, whenever a wagon suffers damage like this, I'd recommend
rolling for the next structural effect (roll a d8 on the table instead of the
d12) which will take place whenever the wagon next fails its saving throw and
subsequently rolls a wagon-damage result.
Wagon wheels have 12
spokes and can operate as long as half of them are still present. However, whenever a wheel loses spokes, roll
1d12. If you roll higher than the number
of spokes left, the wheel collapses, breaking all of the remaining spokes and
requiring a new wheel.
Lame is a catchall
term for herd animals that have developed some difficulty walking. The cause can be as benign as a pebble lodged
in the hoof or as problematic as an infected abscess or damaged tendon. In all cases, the animal cannot bear weight
and can travel no faster than a slow walk (1-2 mi/h). Curing the animal requires properly
diagnosing the problem and then applying proper treatment.
And it looks like I need a whole post on wagons and beasts of burden, which will come later.
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