Hazards on Journeys, a variation
Posted: Sat Jul 02, 2016 10:49 pm
While I like the mechanic to create and solve Hazards on the fly, adding flavour to the adventure but not halting it, as LM I sometimes feel that the players get no choices or decissions. You just tell them a nice story (or they tell it) about lack of water, or a treacherous path, etc. and simply roll to see the outcome. However nice or interesting the Hazard is described, they still can't do anything about it. It feels like watching a cinematic in a computer game, with your character in it.
I thought about two option to enhance a bit the Hazards mechanics.
1) Allow the use of a Trait meaningful to the situation described to substitute the skill used for the test. It's a twist to the "invoke a Trait to allow a test when none was allowed" characteristic of Traits.
For example: The Scout finds a deep and somewhat rapid river ahead. He'd usually have to roll Explore to find an alternative route or (whatever nasty effect came up from the table). But the player invokes the Boating Trait and explains that he tries to build a raft out of the trees from the shore, using the Craft skill. The consequences of failure or success will be the same as if he used Explore.
2) When a Hazard is described, all of the affected heroes can decide to avoid rolling and, automatically, gain 1 Fatigue point. This should be explained as avoiding to confront the Hazard in some way. Another option would be for the whole group to gain 1 Fatigue; The decission would be still more important.
Example: The Hunters are affected by a Hazard. The LM explains that the group is running low on rations and the hunters try to get something fresh. They find a small group of strange black squirrels in Mirkwood, that don't look tasty or nourishing. They might even be sick. Besides, the group is in a dangerous part of Mirkwood and the TNfor the test is really high. The Hunters can decide to avoid the Hazard and not roll at all: they all increase their Fatigue by 1, but avoid the risk of failing the Hunting test and receiving a worse consequence.
Both are little additions to the rule that, foremost, don't make the resolution of Hazards longer or complicated, but allow for a more choices to the players, in what they want to do and how they want to do it.
I thought about two option to enhance a bit the Hazards mechanics.
1) Allow the use of a Trait meaningful to the situation described to substitute the skill used for the test. It's a twist to the "invoke a Trait to allow a test when none was allowed" characteristic of Traits.
For example: The Scout finds a deep and somewhat rapid river ahead. He'd usually have to roll Explore to find an alternative route or (whatever nasty effect came up from the table). But the player invokes the Boating Trait and explains that he tries to build a raft out of the trees from the shore, using the Craft skill. The consequences of failure or success will be the same as if he used Explore.
2) When a Hazard is described, all of the affected heroes can decide to avoid rolling and, automatically, gain 1 Fatigue point. This should be explained as avoiding to confront the Hazard in some way. Another option would be for the whole group to gain 1 Fatigue; The decission would be still more important.
Example: The Hunters are affected by a Hazard. The LM explains that the group is running low on rations and the hunters try to get something fresh. They find a small group of strange black squirrels in Mirkwood, that don't look tasty or nourishing. They might even be sick. Besides, the group is in a dangerous part of Mirkwood and the TNfor the test is really high. The Hunters can decide to avoid the Hazard and not roll at all: they all increase their Fatigue by 1, but avoid the risk of failing the Hunting test and receiving a worse consequence.
Both are little additions to the rule that, foremost, don't make the resolution of Hazards longer or complicated, but allow for a more choices to the players, in what they want to do and how they want to do it.