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Re: Another "New Journey Rules", inspired by AiMe

Posted: Fri Sep 29, 2017 2:53 pm
by Falenthal
:D :D

Glad and honoured to have someone question the rules and add to them!

Re: Another "New Journey Rules", inspired by AiMe

Posted: Sat Sep 30, 2017 7:41 pm
by Ecorce
Finally there wasn't any travel during the game last night, but I calculated one anyway.

Ok for the number of fatigue tests, because it doesn't depend on the duration of the journey. You just count the hexagons and take in account the season, the speed (forcing or not) and the terrain. Simple.

But calculating the amount of days needed to end the travel still remains... long! (your houserules don't change that part, right?)

Re: Another "New Journey Rules", inspired by AiMe

Posted: Sat Sep 30, 2017 7:57 pm
by Falenthal
Ecorce wrote:
Sat Sep 30, 2017 7:41 pm

But calculating the amount of days needed to end the travel still remains... long! (your houserules don't change that part, right?)
No, it's not included in the rules. You still have to follow the method from the rules if you need it.
In my games, it hasn't usually been that important if a journey takes the group 6 or 8 days. I usually calculate the number of days at home, knowing which travels the adventure could include, and simply tell them: it takes you almost a week to reach X. Or "it seems like a month when you finally get to the other side of Mirkwood,"

If you really need the exact number of days, you still need to make the calculations using the number of hexes, terrain type, speed per day, etc.

Re: Another "New Journey Rules", inspired by AiMe

Posted: Sat Sep 30, 2017 8:08 pm
by Falenthal
Ecorce wrote:
Sat Sep 30, 2017 7:41 pm
Finally there wasn't any travel during the game last night, but I calculated one anyway.
:D

Let me know how it goes for future travels during the game, and what you feel works or doesn't!

Re: Another "New Journey Rules", inspired by AiMe

Posted: Thu Mar 08, 2018 9:12 am
by Ecorce
Hello there, I come back with an example. :)

Image

Let's say the fellowship wants to go from Anduin (black point on the right) to Mountain Hall (on the left).

For that travel, we can imagine two routes :
  • one that bypasses the forest on the road (the fellowship doesn't want troubles in the woods - red route),
  • and one that comes across the forest (to save time... but there can be dangerous encounters - blue route).
The Red Route is 9 hexagons long, the Blue is 7 hexagons long.

According to your home rules, in both routes, the players will roll Travel once (between 1 and 12 hexagons).

Apart from the time saved (which is just narrative), there is no benefit to take the shortcut across the forest. They will have the same rolls. Even worse, there should be more dangerous hazards, going across the forest.

I don't know what to think about that. Because players will, obviously, take the longest road to avoid the dangers of the forest. They won't consider the route across the forest, just because of the mechanical aspect, not for narrative aspects.

What do you think about that?

Re: Another "New Journey Rules", inspired by AiMe

Posted: Thu Mar 08, 2018 9:53 am
by Rich H
Ecorce wrote:
Thu Mar 08, 2018 9:12 am
What do you think about that?
As the GM, knowing I can do what I want with the game if it makes sense both narratively and from a fun perspective, I'd just throw a set scene/hazard into the mix when going through the woods. That way the short cut has an additional cost, which I'd expect as a player.

The rules really don't have to accommodate every eventuality; if they did, you'd be forever writing them and never playing. A bit of common sense suffices in such situations.

I'd do exactly the same thing in my house-ruled rules too and in the RAW; going through that wood is an opportunity to provide something specific to the journey. And, actually, by the RAW it may not make any difference either in number of fatigue tests depending on the time of year when the journey is being made, either.

Re: Another "New Journey Rules", inspired by AiMe

Posted: Thu Mar 08, 2018 3:19 pm
by Geomtje
Ecorce wrote:
Thu Mar 08, 2018 9:12 am
...players will, obviously, take the longest road to avoid the dangers of the forest. They won't consider the route across the forest, just because of the mechanical aspect, not for narrative aspects.
One option could be to make the shorter route more appealing by making the objective time based. For instance: a quicker drop off could earn a higher reward or maybe the person that they need to meet gives more information when they are on time, etc.

Re: Another "New Journey Rules", inspired by AiMe

Posted: Thu Mar 08, 2018 3:26 pm
by Geomtje
So what I am trying to say is that there are possibilities to resolve this problem within the narrative instead of mechanics (though you could always tell your players that the longer route round will result in a higher TN if you so desire).

Re: Another "New Journey Rules", inspired by AiMe

Posted: Thu Mar 08, 2018 11:23 pm
by Falenthal
Both Rich and Geomtje summarize the options I would give.

From a mechanical point of view, my rules (as do the RAW) consider increases of Fatigue tests depending on significant increases of time or distance. Not every hex of difference between two different routes will represent a mechanical consequence. In the RAW, travelling for 2 or 3 days in Winter demand the same number of Fatigue rolls. In my rules, the same happens with some differences of hexes: it's the same to travel 1 hex as 6.

So, in your situation, I'd use the same advice I give for Forced March: explain to the heroes why it's important to arrive early (if it is so), and simply consider that the shortcut through the forest implies "the fellowship arrives early/on time" and the detour means "the fellowship arrives late". Then design in your adventure what situation will they find in each case. If the time of arrival isn't important, then it won't make any sense for them to take the most dangerous route.
And, as you want this decision to be important, be sure to also make a special encounter (not just a Hazard that can be overcomed with a single roll) in the forest. If you've told them that it will be dangerous, then it has to be dangerous. It's part of the story you want them to play. Remember that the whole "Don't leave the path" adventure could have been solved with a few Fatigue tests, being a journey as it is, and the nest of spiders, the madman and the thing from the pit just some pregenerated Hazards.

Re: Another "New Journey Rules", inspired by AiMe

Posted: Fri Mar 09, 2018 11:12 am
by Ecorce
@Falenthal, @Geomtje, @Rich H
I'm satisfied with your advices. Thanks mates. :)