New Journey role: Driver
Posted: Fri Mar 09, 2018 4:20 am
First, apologies to all who might deem it inappropriate to post this among the TOR general discussions rather than on the separate house rules forum. That space doesn't seem to get much traffic anymore.
Second, a justification: my regular gaming group consists of six human persons, so we have five player characters. That means that once the four official Journey roles are assigned, somebody ends up doubling up on a role, which can lead to that last player feeling inessential. After all, he wasn't first choice for Scout, since his Explore isn't the best. Wouldn't it be nice to have a job for that character which would actually matter to the success of the adventure?
More immediately, I'm working on developing an adventure which will entail the PCs traveling from Wilderland to the Shire, returning with waggons loaded with supplies for the Easterly Inn. (After all, Dindy lost just about everything in Of Leaves & Stewed Hobbit!) It seems useful to add a fifth optional role for just such occasions: the Driver.
The Driver is responsible for conducting waggons or carts, or leading teams of pack animals such as ponies, or driving herds of livestock, as called for by the scenario. None of these things necessarily arise during a typical scenario, so it's a role that probably wouldn't be used in the majority of adventures, and likely would not be assigned until circumstances demand it. (One common circumstance that may arise, though, is the need to transport large amounts of Treasure. After the companions slay the monster, they invariably find a large cache of valuables, far more than they could possibly carry. But if they hide the loot and come back later with transportation, the LM might choose to invoke this role and make the party play through the safe recovery of their Treasure.)
Unlike other Journey roles, the Driver doesn't have one skill that covers his responsibilities. If a cart-wheel breaks, he must roll Craft to fix it. If a pony is spooked by Wolves, he must roll Hunting to soothe the animal.
Hazards should be easy enough to develop. Any ideas?
-- gsecaur
Second, a justification: my regular gaming group consists of six human persons, so we have five player characters. That means that once the four official Journey roles are assigned, somebody ends up doubling up on a role, which can lead to that last player feeling inessential. After all, he wasn't first choice for Scout, since his Explore isn't the best. Wouldn't it be nice to have a job for that character which would actually matter to the success of the adventure?
More immediately, I'm working on developing an adventure which will entail the PCs traveling from Wilderland to the Shire, returning with waggons loaded with supplies for the Easterly Inn. (After all, Dindy lost just about everything in Of Leaves & Stewed Hobbit!) It seems useful to add a fifth optional role for just such occasions: the Driver.
The Driver is responsible for conducting waggons or carts, or leading teams of pack animals such as ponies, or driving herds of livestock, as called for by the scenario. None of these things necessarily arise during a typical scenario, so it's a role that probably wouldn't be used in the majority of adventures, and likely would not be assigned until circumstances demand it. (One common circumstance that may arise, though, is the need to transport large amounts of Treasure. After the companions slay the monster, they invariably find a large cache of valuables, far more than they could possibly carry. But if they hide the loot and come back later with transportation, the LM might choose to invoke this role and make the party play through the safe recovery of their Treasure.)
Unlike other Journey roles, the Driver doesn't have one skill that covers his responsibilities. If a cart-wheel breaks, he must roll Craft to fix it. If a pony is spooked by Wolves, he must roll Hunting to soothe the animal.
Hazards should be easy enough to develop. Any ideas?
-- gsecaur