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Journey Hazards

Posted: Wed Jun 25, 2014 2:32 am
by Glorelendil
Reading through the new Journey rules I am more convinced than ever that what is needed is an Encyclopaedia of Hazards. I'd love to have a dozen options for every permutation of role, hazard type, and map region. "Let's see...the Look-out faces a Weariness test in the Long Marshes....oh, this one fits in well with my plot..."

And of course I would want to integrate it with my online journey tool.

Re: Journey Hazards

Posted: Wed Jun 25, 2014 9:25 am
by Andrew
I think the new Hazard rules, by boiling the actual mechanical effects down to a dozen, would support that greatly. You'll see how we implement something similar in Rivendell, soon.

Re: Journey Hazards

Posted: Wed Jun 25, 2014 10:53 am
by zedturtle
I haven't had a chance to dig my teeth into the new rules quite as much as I would like, but I imagine that the big list of hazards by role and by terrain that is in Rich's big rules doc would be a great place to start.

Re: Journey Hazards

Posted: Wed Jun 25, 2014 5:03 pm
by Rocmistro
Andrew wrote:I think the new Hazard rules, by boiling the actual mechanical effects down to a dozen, would support that greatly. You'll see how we implement something similar in Rivendell, soon.
This is definitely what I wanted as a Loremaster (an expansive list of effects). My brain can pretty readily fill in the imagery of what caused it on the fly, given the prompts of time and place.

Re: Journey Hazards

Posted: Wed Jun 25, 2014 5:39 pm
by Andrew
And that's what prompted their inclusion - so the Loremaster doesn't need to adjudicate the mechanical effect, he just picks/rolls one from the table and then works out how it fits the fiction.

Re: Journey Hazards

Posted: Wed Jun 25, 2014 9:33 pm
by Rich H
zedturtle wrote:I haven't had a chance to dig my teeth into the new rules quite as much as I would like, but I imagine that the big list of hazards by role and by terrain that is in Rich's big rules doc would be a great place to start.
I'm going to go through those hazards and alter them in line with the new hazard mechanical 'categories' that we have in the revised book.

Re: Journey Hazards

Posted: Fri Jun 27, 2014 9:15 pm
by trystero
I'm wondering whether a fan-designed Hazard deck would be possible -- print-on-demand card decks are getting cheaper all the time, and it'd be great fun if we could combine the Target roll and Consequences of Failure roll into a single card-draw, possibly with some suggestions for each card/combination. (Though that would mean having ~144 cards in the deck, which is a lot to manage.)

Re: Journey Hazards

Posted: Fri Jun 27, 2014 9:17 pm
by Glorelendil
trystero wrote:I'm wondering whether a fan-designed Hazard deck would be possible -- print-on-demand card decks are getting cheaper all the time, and it'd be great fun if we could combine the Target roll and Consequences of Failure roll into a single card-draw, possibly with some suggestions for each card/combination. (Though that would mean having ~144 cards in the deck, which is a lot to manage.)
Ooooh...that would be awesome.

Re: Journey Hazards

Posted: Fri Jun 27, 2014 9:30 pm
by zedturtle
trystero wrote:I'm wondering whether a fan-designed Hazard deck would be possible -- print-on-demand card decks are getting cheaper all the time, and it'd be great fun if we could combine the Target roll and Consequences of Failure roll into a single card-draw, possibly with some suggestions for each card/combination. (Though that would mean having ~144 cards in the deck, which is a lot to manage.)
Well, if the roll determines the card, there's no need to hide the card info... Therefore the cards could be double sided and thus be only 72 physical cards.

But a table/booklet would seem to be a better solution; the advantage if the cards would be to pick at random (which still could be done with double sided cards; eg shuffle and the draw the seventh card down from the cut, etc.)

Re: Journey Hazards

Posted: Fri Jun 27, 2014 10:13 pm
by Glorelendil
Or iPhone app....